• Title/Summary/Keyword: 융합인재교육 학습

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A Study of STEAM Education Model for Collective Intelligence Learner With Regards to Developing People of Interdisciplinary Abilities (융합형 인재양성을 위한 집단지성 학습 기반 STEAM 교육 방안 연구)

  • Hong, Seong-Yong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1406-1409
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    • 2012
  • 최근 학문간 융합을 통한 STEAM 융합인재교육에 관한 연구가 활발하게 진행되고 있다. STEAM 교육은 과학, 기술, 공학, 예술 그리고 수학의 학문 영역을 유기적으로 융합하여 차세대 학습자들이 미래 사회에 필요한 핵심역량을 높일 수 있도록 하는 교육방식이다. 국가적인 차원에서 창의적인 융합인재를 위한 미래형 과학기술 교육을 중요하게 여기고 있으며, 과학기술 교육 패러다임에 변화를 기대하고 있다. 따라서 본 연구에서는 융합형 인재양성을 위한 집단지성 기반의 STEAM 교육 방안을 연구하고, 학습자의 과학기술에 대한 흥미와 이해를 높이고 융합적 사고와 문제해결 능력을 배양하기 위한 지능로봇 교육과정을 제시한다. 또한 집단 학습자들 간의 교육 적용 사례를 소개하고, 학습자의 만족도 분석을 통하여 검증하였다. 향후 본 연구의 결과로 집단 학습자의 학습 성취도를 향상시키고, 융합형 과학기술 인재양성 교육방안으로 발전하기를 기대한다.

A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

The Development and the Effects of Educational Program applied on STEAM for the Mathematical Prodigy (융합인재교육(STEAM)을 적용한 초등 수학영재 교육 프로그램의 개발과 적용 효과)

  • Lee, Seungwoo;Baek, Jongil;Lee, Jeonggon
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.35-55
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    • 2013
  • The purposes of this study were to development and verify the effect of educational program apply on STEAM for the mathematical prodigy. To accomplish these purposes literature review on development of the program and qualitative study were conducted. The mixed-model design was applied for this qualitative experimental study. The conclusions of this study were as follows. First, the program for mathematical prodigy education applied on the conceptual model of STEAM integration approach was developed. Second, a learning satisfaction about constitution of the workbook was lowly. Third, principal of STEAM was the best interest and difficult of the program applied on STEAM. Fourth, the creativity and problem solving ability was founded about angle and velocity of mathematical domain and making the Angrybirds Game on GeoGebra environment. In spite of difficulty about principal of the Angrybirds Game, confidence and satisfaction were founded about a result product.

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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Effects of SW-Efficacy on Computational Thinking and STEAM Literacy in Robot-utilized SW Convergence Education: Dual Mediation Effects of Interests and Learning Engagement (로봇 활용 SW융합교육에서 SW효능감이 컴퓨팅 사고력, 융합인재소양에 미치는 영향: 흥미와 학습참여의 이중매개효과)

  • Huh, Mi-Seon;Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.1-14
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    • 2020
  • This study investigated the effects of SW-efficacy on computational thinking STEAM literacy and the dual mediation effects of interest and student engagement in the relationship between SW-efficacy, computational thinking and STEAM literacy in robot-utilized SW convergence education. For achieving this purpose, robot-utilized SW convergence education targeting 146 middle schools students were carried out, post-survey regarding SW-efficacy, computational thinking, STEAM literacy, interest, and learning engagement were conducted. Collected data were analyzed by SPSS macro process for analysis of the dual mediation effect. Results were as follows: first, SW-efficacy had a significant effect on computational thinking and STEAM literacy. Second, interest did not mediate the relationship between SW efficacy, computational thinking and STEAM literacy, while student engagement mediated it. Third, SW efficacy had a significant effect on computational thinking and STEAM literacy dual-mediating effect of interest and student engagement. These results imply the roles of SW efficacy, interest and student engagement to improve computational thinking and STEAM literacy in robot-utilized SW education and provide implications with regard to robot-utilized SW education and instructional directions.

Effects of STEAM Program Development and Application for the 1st Grades of Elementary School (수학 기반 융합인재교육(STEAM) 프로그램 개발 및 적용 - 초등학교 1학년을 대상으로 -)

  • Jun, Mi Suk;Park, Moon Hwan
    • Education of Primary School Mathematics
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    • v.18 no.2
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    • pp.91-106
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    • 2015
  • The purpose of this study were to develop a M-STEAM program for first grades in elementary school and investigate the effects of the program on their learning motivation for the math subject and creative personality. For those purpose, this study set the following research questions. Research Question 1 : How will a M-STEAM program be devised applicable to first grades in elementary school? Research Question 2 : What kind of effect does a M-STEAM program have on the learning motivation and creative personality of students? The findings were as follows: First, lesson contents were reorganized by keeping the Unit 3 in the second semester of first grade in the current math curriculum under the convergence theme of "Build an environment friendly future city" to which the STEAM elements were added. Developed program promoted mathematical thinking ability for problem solving in the process of operating the number of blocks. Through the M-STEAM program, convergence thinking was created from a new perspective by exerting creativity in such process. Second, the STEAM program had effects on the learning motivation and creative personality of first graders in math subject. The t-test results show that the STEAM program developed in this study increased the fun and interest of students, helped with their concentration, and promoted their understanding of mathematical concepts. Therefore the M-STEAM program had positive impacts on the learning motivation and creative personality of first graders in math learning.

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.

Establishment Plan on Personalized Training Model for Fostering AI Integrated Human Resource: Focusing on the Ministry of Employment and Labor's STEP as a Public Education and Training Platform (AI 융합형 인재양성을 위한 학습자 맞춤형 훈련프로그램 모델 수립 방안: 고용노동부의 STEP을 중심으로)

  • Rim, Kyung-Hwa;Shin, Jung-min;Lee, Doo-wan
    • Journal of Practical Engineering Education
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    • v.12 no.2
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    • pp.339-351
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    • 2020
  • In response to changes in Fourth Industrial Revolution in recent years, the field of education has focused on development of the human resources in the areas of artificial intelligence (AI: Artificial Intelligence) and industrial robot. Due to particular interest in these areas, the importance of developing integrated human resources equipped with artificial intelligence technology is emphasized in higher education and vocational competence development. In regards to rapid changing environment, this study created a program "Fostering personalized AI integrated human resource" and established an operational model correspond to latest personalized education trend. The established operational model was conducted twice using Delphi survey with experts in AI and innovative education in order to verify the suitability of program's basic structure, training process, and the sub-components of the operational strategy. The final training model was applied to the online vocational training platform (STEP) and a plan was proposed to establish a personalized training model to foster an AI integrated competent individual.

The Effect of Novel Engineering (NE) Education using VR authoring tool on STEAM literacy and Learning Immersion (VR 저작도구 기반 노벨 엔지니어링(NE) 교육이 초등학생의 융합인재소양과 학습몰입에 미치는 효과)

  • Song, Hae-nam;Kim, Tae-ryeong
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.153-165
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    • 2022
  • This study is about the Novel Engineering(NE) education program : a class model that combines reading and engineering. By including the process of directly designing and programming a virtual reality using CospacesEdu (a VR authoring tool for the NE class), the effects of the educational program on learners' STEAM literacy and Learning immersion are demonstrated. Moreover, the subject of this education is Dokdo in South Korea. As a result, the average of STEAM literacy is increased, and a significant change is confirmed statistically in Convergence. Learning immersion shows significant improvement in Challenges-skills balance. On the other hand, some students experience difficulties due to the long research stages, from reading a book to researching for information to designing VR and rewriting a story with the collected information. In conclusion, this study will help generalise other education using NE, and this developed program will be a reference that would suggest a new way of teaching.

Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.105-114
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    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.