• Title/Summary/Keyword: 융합인재교육 학습

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Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

The Effect of Integrated Instruction for Improving English Ability (Listening & Reading Skills) of Elementary School Students: Using Science Animation (초등학생의 융합수업이 영어 능력(듣기, 읽기) 향상에 미치는 영향: 과학 애니메이션의 활용)

  • Park, Mee-Hwa;Sohng, Hae Sung
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.133-140
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    • 2019
  • The purpose of this study is to examine the effects of English integrated instruction on the 6th grade Korean elementary students' English ability using science animation. Twenty-seven students took English integrated instruction before their regular class for 10 minutes while the other students took review activity instead of it. At first, the students were asked to take the sixth grade diagnostic evaluation sponsored by C office of education in 2018 as the pre-test and ten months later, they were asked to take the first grade diagnostic evaluation of middle school sponsored by C office of education in 2017 as the post-test. Results of the study showed that the English ability and the affective attitude of the students taking English integrated instruction were improved. These results suggest that English integrated instruction can contribute to the improvement of Korean elementary students' English ability.

The Effects on the STEAM Learning Program of Intelligent Life in Elementary School (초등학교 슬기로운 생활에서 융합인재교육 프로그램의 효과)

  • Kim, Hye Ran;Choi, Sun Young
    • Journal of Science Education
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    • v.37 no.3
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    • pp.550-561
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    • 2013
  • The purpose of this study was to explore the effect of science academic achievement, inquiry ability, scientific attitude of students using the STEAM Learning Program. To verify about the effects of science-based STEAM program, a teaching plan and worksheet for students based on STEAM has been constructed and applied. The subjects of this program were the first grade students of both an experimental class(34 students) and a comparative class (34 students) located in Kyonggi Province. The results of this study were as follows: First, there is a significant difference in inquiry ability between two groups. STEAM Learning program accomplished higher achievement than traditional science instruction. Second, STEAM Learning program influenced science academic achievement positively. Third, there is a statistically significant effect on scientific attitude of students than traditional instruction. In conclusion, the STEAM Learning Program was useful to develop the elementary school student's inquiry ability, scientific attitude.

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A Study on the Effectiveness of Algorithm Education Based on Problem-solving Learning (문제해결학습의 알고리즘 교육의 효과성 연구)

  • Lee, Youngseok
    • Journal of Convergence for Information Technology
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    • v.10 no.8
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    • pp.173-178
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    • 2020
  • In the near future, as artificial intelligence and computing network technology develop, collaboration with artificial intelligence (AI) will become important. In an AI society, the ability to communicate and collaborate among people is an important element of talent. To do this, it is necessary to understand how artificial intelligence based on computer science works. An algorithmic education focused on problem solving and learning is efficient for computer science education. In this study, the results of an assessment of computational thinking at the beginning of the semester, a satisfaction survey at the end of the semester, and academic performance were compared and analyzed for 28 students who received algorithmic education focused on problem-solving learning. As a result of diagnosing students' computational thinking and problem-solving learning, teaching methods, lecture satisfaction, and other environmental factors, a correlation was found, and regression analysis confirmed that problem-solving learning had an effect on improving lecture satisfaction and computational thinking ability. For algorithmic education, if you pursue a problem-solving learning technique and a way to improve students' satisfaction, it will help students improve their problem-solving skills.

스마트 메카트로닉스 창조인력양성 사업단 - 창원대학교 지방대학 특성화 사업

  • Bae, Dong-Sik
    • Ceramist
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    • v.19 no.4
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    • pp.74-79
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    • 2016
  • 창원대학교 스마트융합 메카트로닉스 인력양성 사업단의 교육 목표는 1) 창조적 교육과정을 통한 지역거점 특성화, 2) 세계적인 수준의 경쟁력을 갖춘 기술 인력 양성, 3) 분석력, 창의력, 적응력 및 설계능력을 갖춘 능동적 기술인력 양성, 4) 시대의 환경변화를 선도하는 진취적 기술인력 양성, 5) 인재공급 및 취업률향상으로 정하였다. 이를 달성하기 위한 교육전략은 1) Major전문성(메카트로닉스심화, 공통실험교육 강화), 2) Global국제적감각(팀기반능력, 근접학문이해능력), 3) Creative지속성장 (Capstone Design, 현장적응교육)으로 정하였다. 따라서 메카트로닉스공통융합심화트랙 교육과정으로 기계, 전기전자제어, 신소재분야의 공통트랙으로 이론 30학점, 실험 6학점(16과목, 36학점)을 신설하여 운영하였다. 수강지도를 통한 교차이수권장 학생들의 자율선택기반을 조성하고, 현장적응교육, 캡스톤 디자인 2과목 7학점을 수강하도록 하였다. 학생의 본인주도 학습권을 인정하여 2학년 진학 시 학생본인직접 100% 자기 전공 선택 기회 제공하는 구조조정을 실하고, 타 전공 관련정보 상호교류, 학문간 통합교육, 조직의 유연성확보가 가능하도록 하였다. 교과목(정규/비정규)개편을 통해 개선된 현장 실무 형 내실화 교육의 실시하여 취업률을 향상시켰다. 따라서 창원대학교 신소재공학부는 기계, 전기전자에 관련된 기본소양을 의무적으로 학습하기 때문에 메카트로닉스 분야에서 필요한 신소재공학도를 육성하는 기반을 마련하였다.

The Effects of Mentoring Experience in STEAM Classes on Pre-service Mathematics Teachers' Teaching Competency for STEAM Education (STEAM 수업에서의 멘토교사 경험이 예비수학교사들의 STEAM 교수 역량에 미치는 효과)

  • Han, Hyesook
    • Communications of Mathematical Education
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    • v.32 no.1
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    • pp.1-22
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    • 2018
  • The purpose of the study was to examine the effects of mentoring experience in STEAM classes on pre-service mathematics teachers' teaching competency for STEAM education. The study was conducted with 23 pre-service mathematics teachers who participated in the mentoring program affiliated with free learning semester system during one semester. To investigate the changes of pre-service mathematics teachers' teaching competencies for STEAM education and the effects of the mentoring program, pre, post questionnaires, lesson journals, and whole group discussion data were collected. According to the results, pre-service mathematics teachers' competencies for 'knowledge of STEAM education', 'subject matter knowledge', 'teaching and learning methods', and 'learning environments and circumstances' categories were improved significantly after the mentoring program. Especially, some results indicated that pre-service mathematics teachers' teaching experiences in real STEAM classrooms were very helpful for the development of understandings of STEAM education and construction of practical knowledge.

A Study on Information Literacy Education for Enhancing Computational Thinking (컴퓨팅 사고력 향상을 위한 정보소양교육에 관한 연구)

  • Kim, Kyungmin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.4
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    • pp.59-66
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    • 2017
  • In the fourth industrial revolution, the government has established a policy to cultivate the creative convergent talent with software literacy in order to cultivate human resources leading the economy. Therefore, software education based on computational thinking is being adopted in liberal arts courses in universities. However it would be damaged the fundamental objectives for increasing computational thinking by a weighted stress of students to learn programming of software education. In this paper, we proposed a teaching method that can improve computing thinking through information literacy education which can be directly applied in practice as a way to reduce the burden on the programming learning of software education. Through this paper, it was found that information literacy education can improve the computing thinking as well as the computing ability by making it possible to construct enough knowledge, analysis and efficient procedures for problems.

The Effect of the Physical Computing Convergence Class Using Novel Engineering on the Learning Flow and the Creative Problem Solving Ability of Elementary School Students (노벨엔지니어링을 활용한 피지컬 컴퓨팅 융합수업이 초등학생의 학습몰입도와 창의적 문제해결력에 미치는 영향)

  • Yang, Hyunmo;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.557-569
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    • 2021
  • In preparation for the future society, the educational curriculum is changing according to the trend of the times, and with the advent of the era of the 4th Industrial Revolution, the purpose of the new 2015 revised curriculum was suggested to foster the convergence creativity of students. The purpose of software education is to promote creativity and further develop problem-solving skills in connection with real life. In addition, flow in learning leads to outstanding educational achievement. However, in elementary school computer education, there is still a lack of development of a convergence class model for students to easily immerse themselves and promote creative problem-solving skills. Therefore, in this study, we designed convergence computer education using Novel Engineering, which is a convergence class model suitable for these educational conditions and applied it to classes. Further, to measure the effect on the improvement of learning flow and creative problem-solving ability. the Novel Engineering-based computer class was applied to the experimental group for 6th graders, and the general computer class was applied to the control group. As a result of the pre-post test between groups, it was found that computer classes using Novel Engineering had a positive effect on learning flow and creative problem-solving ability.

Honors Program for Gifted Students at University-level ; on Selection and Curriculum (대학 단계의 과학영재 특화교육 프로그램 - 학생 선발 및 교육과정을 중심으로 -)

  • Kwon, Sung-ho;Tschoe, Dong-Seok;Kim, Myung-Sook;Kim, Young-Ah;Kang, Kyung-hee
    • Korean Journal of General Education
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    • v.4 no.1
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    • pp.237-254
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    • 2010
  • For years, poor research and working conditions in the field of science and engineering in Korea led to the migration of gifted students to seek a better academic environment. The primary reason for such a phenomenon is the lack of a coherent education system for gifted students. With the support from the Ministry of Education, Science and Technology and the Korea Foundation for the Advancement of Science & Creativity, Hanyang University launched an exploring project to introduce an Honors Program, aiming to provide specialized and systematic learning opportunities as well as supporting greater academic achievements for gifted students at university-level. Students admitted to this program were selected not by conventional standards but by competency-based selection process, assessed through an in-depth interview. The specific goal of this program is to prepare gifted and talented students not only for an academic pioneer with the highest caliber in the field of science, but also for a global leader equipped with a creative view as well as integrity and a convergent mind. Distinctive features of this program include emphasis on fundamental science and consilience, problem solving skills, first-hand education, interpersonal skills, and global communication skills as well as individualization of the learning experience, among many others. This paper provides a short glimpse of the focus and methodology Honors Program in Hanyang University offers.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.