• Title/Summary/Keyword: 융합인재교육 학습

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Study on the Achievement Goals and Teaching-Learning Methods of 'Problem Solving' Topic of Informatics Subject (정보 교과의 '문제 해결' 주제의 성취 목표 및 교수-학습 방법에 관한 연구)

  • Jeong, InKee
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.243-254
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    • 2014
  • We need problem solving abilities based on the information abilities in information-oriented society. New curriculum is demanded by new technology and circumstance to need the core competencies. Korea Association of Information Education has studied new curriculum and suggested new plans that contents of information education classified by 'Software', 'Computer System' and 'Convergence Activities.' Therefore, we studied on 'Problem Solving' topic of the 'Software' section of first grade to ninth grade. In this paper we firstly categorized 'Problem Solving' as 'Problem Comprehension and Analysis', 'Data Management', 'Strategy Establishment for Problem Solving', 'Problem Solving Method Seeking and Development' and 'Examination of Problem Solving Method.' We nextly suggested the achievement goals, teaching-learning methods and evaluation methods of 'Problem Solving' topic. We expect that the achievement goals and teaching-learning methods we suggested about 'Problem Solving' topic will contribute to training talented individuals.

A Study on the Software Convergence Education for Non-Majors Computer Science using Creative Robot (창작로봇을 이용한 비전공자의 소프트웨어 융합 교육에 관한 연구)

  • Ku, Jin-Hee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.2
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    • pp.631-638
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    • 2017
  • In the age of the Fourth Industrial Revolution, lifestyle and industrial structures are faced with evolution from IT-based automation to the intelligent stage, demanding talents with software capabilities in various fields. Reflecting these demands, the government has enhanced basic software education for non-majors in elementary and secondary schools as well as universities. In this study, the software convergence education of Non-Majors is proposed to improve the general problem solving ability based on computational thinking and the software convergence ability in the field of their own by developing robot activity. The subjects of this study were 91 students, who were composed of various majors. The class was designed with computing thinking, convergence elements, and creative robot activity. The study was conducted for 13 weeks. To examine the effects of software convergence education through the creative robot activity, this study observed changes in the students' learning outcomes, satisfaction with creative robot activities, and perceptions of other disciplines after class based on pre-diagnosis surveys. The survey asked 12 questions including an understanding of the learning contents, overall satisfaction with multidisciplinary collaborative learning, understanding of other disciplines, and self-evaluation of problem solving ability through creative robot activities, which were compared with that before the class. They answered that their ability was improved.

Automated Narrative Assessment System Based on Network Analysis (네트워크 분석기반의 서술형 평가 자동화 시스템)

  • Hyeong-gi Jeon;Buem-jun Kim;Kyoung-Hee Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.109-110
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    • 2023
  • 본 논문에서는 교육현장에서 서술평평가를 자동화하기 위한 시스템을 제안한다. 제안 시스템은 장문의 응답에서 단어를 추출하여 단어 간 네트워크를 생성하고 정답 네트워크와 비교를 통해 평가를 실시한다. 기존의 키워드 방식은 네트워크 관점에서 노드를 기준으로 채점하는 것이라면, 제안 시스템은 엣지를 기준으로 채점하게 되어 학습자의 답변에서 지식의 관계성을 채점할 수 있어 학습자에게 유용한 피드백을 줄 수 있을 것으로 기대한다.

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An Internship Experience to Convergence Program for Undergraduated Nursing Students (간호대학생의 융합프로그램을 이용한 인턴십 체험)

  • Oh, Geum-sook;Lee, Mi-kyung
    • Journal of the Korea Convergence Society
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    • v.6 no.5
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    • pp.173-185
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    • 2015
  • Recently, the tendency in the education system orientes to developing people of interdisciplinary abilities, this study was conducted to explore career process and to aware the career through internship participation of nursing students and to investigate effect of convergence program. The study conducted in-depth interview with 14 undergraduate nursing students who participated convergence program at various medical organizations. Collection data was analyized based on grounded theory. The research finding shows that Internship Experience was four categories and 12 themes. Four categories are participation motivation internships, Career Exploration process through internship, various learning for career preparation and career awareness In order to operate effective convergence program, various learning opportunities and building relationships with the members in organizations are provided and organizational system support is needed.

A Study on the Application of Virtual Space Design Using the Blended Education Method - A La Carte Model Based on the Creation of Infographic - (블렌디드 교육방식을 활용한 가상공간 디자인 적용에 관한 연구 -알 라 카르테 모델 (A La Carte) 인포그래픽 가상공간 제작을 중심으로-)

  • Cho, Hyun Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.279-284
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    • 2022
  • As a study of the blended learning method on design education through the blended learning method, I would like to propose that more advanced learner-led customized design education is possible. Understanding in face-to-face classes and advantages in non-face-to-face classes can be supplemented in an appropriate way in remote classes. Advanced artificial intelligence and big data technology can provide personalized and subdivided learning materials and effective learning methods tailored to learners' levels and interests based on quantified data in design classes. In this paper, it was proposed to maximize the efficiency of the class by applying a method that exceeds the limitations of time and space through the proposal of the A La Carte model (A La Carte). It is a remote class that can be heard anytime, anywhere, and it is also possible to bridge the educational quality and educational gap provided to students living in underprivileged areas. As the goal of fostering creative convergence-type future talents, it is changing with a rapid technological development speed. It is necessary to adapt to the change in learning methods in line with this. An analysis of the infographic virtual space design and construction process through the A La Carte model (A La Carte) proposal was presented. Rather than simply acquiring knowledge, it is expected that knowledge can be sorted, distinguished, learned, and easily reborn with its own knowledge.

Entertainment History Perspective - Around the Grand Duchess to Appear in Movies 'Elizabeth' - (엔터테인먼트 관점에서 바라본 영화로 본 역사 - 영화 '엘리자베스'에 나와 있는 여성 통치자에 대한 관점을 중심으로 -)

  • Choi, Sun-Ah
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.247-256
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    • 2019
  • The importance of the convergence education is getting more and more emphasized. But the university convergence education has not yet met today's needs. So this study is focused on showing effective practice methods and finding development directions of the university convergence criticism education. One of a significant trend of the contemporary academic education of liberal arts is the tendency of the convergent and integrative studies. What is essential in the convergent and integrative studies creativity. The zeitgeist of knowledge-based society is change and innovation. In response to its request, college education is being asked to do convergence education, And general education as the basis of convergence education is strengthened.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

The Effect of Program for the Gifted based on GI-STEAM model on Leadership, Creative personality, and Learning flow of Elementary Gifted Students (GI-STEAM 모형에 기반한 영재 프로그램이 초등영재의 리더십과 창의적 인성, 학습몰입에 미치는 영향)

  • Hong, Jeong-Hee;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.77-99
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    • 2016
  • The purpose of this study was to examine the effect of GI-STEAM program on leadership, creative personality, and learning flow of elementary Gifted Students. GI-STEAM program was the convergence model of Group Investigation that belongs to Co-learning and STEAM framework of learning criterion. The participants were 16 gifted students in a Korean elementary school located in Gyeong-gi province. The experimental design was one group pretest-posttest design. After a pretest on leadership, creative personality, and learning flow was conducted, classes were carried out as GI-STEAM program for the gifted student and a post-test was conducted. The study results of the class that was conducted twelve times for two weeks are as follows. First, Individual area of leadership is meaningfully developed in statistics after GI-STEAM program. The sub-domains of leadership, such as the communication, organization management, society commitment and teamwork showed a statistically significant improvement. Second, the domain of creative personality didn't show meaningful difference after GI-STEAM program. However, the aesthetic in the sub-domains of the creative personality showed a statistically significant improvement. Third, learning flow was meaningfully developed in statistics after GI-STEAM program. The sub-domains of the leadership, such as the balance between challenge and ability, integration with behavior and consciousness, concrete feedback and Autotelic experience showed a statistically significant improvement. In conclusion, GI-STEAM is an effective program for improving ability of communication, aesthetic sensibility, which are core competency of 'creative-convergence' gifted students. For this reason, it is highly considered that various programs applying GI-STEAM should be developed.

An Understanding of Secondary Science Teachers' Performance on STEAM Lessons in the Perspective of the CHAT (중등 과학교사의 융합인재교육(STEAM) 실행에 대한 문화역사적 활동이론(CHAT) 측면에서의 이해)

  • Choi, Sookyeong;Kim, Minhwan;Noh, Taehee
    • Journal of The Korean Association For Science Education
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    • v.35 no.6
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    • pp.949-959
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    • 2015
  • In this case study, we analyzed the STEAM lessons conducted by secondary science teachers in the perspective of the CHAT. Two science teachers at high schools in Seoul participated in this study. All of the teaching-learning materials were collected before lessons, and their lessons were observed and videotaped. We also observed the atmospheres in both school offices and classrooms. Semi-structured interviews were conducted before and after their lessons. All the data collected were categorized according to the elements of the activity system and analyzed by using the constant comparative method. The analyses of the results revealed that both teachers did not consider the student-centered self-directed activities in their STEAM lessons, but that they differed in the subject element such as teacher's professionalism on STEAM. Various elements of the activity system such as environmental characteristics of the school and policies about the STEAM influenced the performance of their STEAM lessons. Contradictions in the elements of the activity system brought about various changes. Successful experiences of the STEAM lessons by complex effects of the elements positively influenced their performances on their STEAM lessons. Based on these results, we have made some suggestions for the establishment of the STEAM in secondary schools.

Development and Validation of Data Science Education Instructional Model (데이터 과학 교육을 위한 수업모형 개발 및 타당성 검증)

  • Bongchul Kim;Bomsol Kim;Jonghoon Kim
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.417-425
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    • 2022
  • The 'Comprehensive Plan for Nurturing Digital Talents' reported at the Cabinet meeting of the Ministry of Education in August 2022 focuses on qualitative and quantitative expansion of informatics education centered on SW, AI education. With the advent of the era of artificial intelligence, data science education is also drawing attention as a field of informatics education. Data science is originally a field where various studies are fused, and advanced technologies are being used for data analysis, modeling, and machine learning. This study devised a draft of the instructional model of data science education through literature research and analysis of previous studies, and developed a final instructional model through usability test and expert validation.