• Title/Summary/Keyword: 창의융합 역량

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The Effectiveness of the Living Lab-based Elementary School Data Science Program (리빙랩 기반 초등학교 데이터 과학 프로그램의 효과성 분석)

  • Son, Jungmyoung;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.105-120
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    • 2022
  • In addition to the rapid changes in the times caused by the pandemic, the revision of the new curriculum coincides with the change in the proportion of the three elements of learners, society, and subjects that make up the curriculum. In particular, along with the proportion of 'social' in the curriculum, the scope of the word 'educational community' has increased, and the allowable range of curriculum restructuring centered on it has expanded. In order for the intended direction of education to be properly established in the new curriculum, various educational method studies are needed to cultivate newly emerged competencies and literacy. In this study, after selecting the contents and goals of the convergence curriculum based on various criteria for subject selection, the data science program was designed by reconstructing Living Lab's PDIE methodology. As an evaluation factor for this, we tried to analyze the effectiveness of 'creativity', 'problem-solving ability', 'communication ability', 'collaboration ability' among future competencies emphasized in the curriculum. As a result of the study, it was effective in improving creative and communication skills, and this study focuses on verifying the effectiveness of School Living Lab, suggesting the necessity of post-research that expands the application space of research and diversifies the role of educational community subjects.

Learning Ability Prediction System for Developing Competence Based Curriculum: Focusing on the Case of D-University (역량중심 교육과정 개발을 위한 학업성취도 예측 시스템: D대학 사례를 중심으로)

  • Kim, Sungkook;Oh, Chang-Heon
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.267-277
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    • 2022
  • Achievement at university is recognized in a comprehensive sense as the level of qualitative change and development that students have embodied as a result of their experience in university education. Therefore, the academic achievement of university students will be given meaning in cooperation with the historical and social demands for diverse human resources such as creativity, leadership, and global ability, but it is practically an indicator of the outcome of university education. Measurement of academic achievement by such credits involves many problems, but in particular, standardization of academic achievement by credits based on evaluation methods, contents, and university rankings is a very difficult problem. In this study, we present a model that uses machine learning techniques to predict whether or not academic achievement is excellent for D-University graduates. The variables used were analyzed using up to 96 personal information and bachelor's information such as graduation year, department number, department name, etc., but when establishing a future education course, only the data after enrollment works effectively. Therefore, the items to be analyzed are limited to the recommended ability to improve the academic achievement of the department/student. In this research, we implemented an academic achievement prediction model through analysis of core abilities that reflect the philosophy, goals, human resources image, and utilized machine learning to affect the impact of the introduction of the prediction model on academic achievement. We plan to apply the results of future research to the establishment of curriculum and student guidance conducted in the department to establish a basis for improving academic achievement.

An Analysis of Satisfaction on the Essential Curriculum: Focusing on J University Case (교양필수 교과목에 대한 만족도 분석: J대학 사례를 중심으로)

  • Lee, Jung-Yull;Kim, Sam-Sup
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.421-427
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    • 2019
  • In this study, we examined the satisfaction level of J university's compulsory liberal arts subject with quantitative research. The results quantitative research are as follows. First, men are more interested in creative thinking, college life guidance and career path design than girls. Second, the level of satisfaction with the required liberal arts subject by grade was found to be without a statistical significant difference. Third, the satisfaction level of each line of learning was shown in the order of natural engineering, health and welfare, physical fitness, and humanities. The satisfaction level of the lines of learning was found to vary. Fourth, The satisfaction level of each campus was found to vary. The results of this study could be used as basic data to improve the college liberal arts curriculum, especially the compulsory liberal arts curriculum. The results of this study could be used as basic data to improve the college liberal arts curriculum, especially the compulsory liberal arts curriculum.

A Conceptual Study on Computational Thinking for Non-majors (비전공자를 위한 컴퓨팅 사고력의 개념적 고찰)

  • Hong, Mi-Sun;Cho, Jungwon
    • Journal of Convergence for Information Technology
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    • v.11 no.10
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    • pp.151-158
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    • 2021
  • The purpose of this paper is to examine the concept of computational thinking in an easy-to-understand way for non-computer majors. First, It is necessary to expand from the problem-solving perspective to the perspective of problem discovery and creation ability, and establish it as a thinking ability that can cultivate human-like thinking, that is, creative thinking. Second, the concept of computational thinking can be viewed not only in the cognitive aspect but also in the emotional motive and attitude aspect. Third, systematic design of teaching methods is needed based on the expansion of the concept to computational thinking that helps learners to improve their reflective ability. It is expected that the results of this study will serve as basic research for various attempts in terms of the purpose and teaching method of computational thinking education in the future.

A Study on the Design of Korean Textbooks in Elementary Schools for Learning Interest (학습흥미 유발을 위한 초등학교 국어 교과서 디자인 연구)

  • Lee, Chang Wook;Park, Kwang Shin
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.555-561
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    • 2018
  • It is the Korean language textbook of elementary school 1~2 grade that forms the basis of the textbook to nurture the creative convergence talent with the core competence required by the future society. In order to increase the learning effect based on the textbooks, the interest inducing factors were derived on the basis of the learning interest, and the textbook design was analyzed by the in - depth interviews and discussions of the expert group. As a result, Graphic elements using bright and soft colors, illustrations of peer groups related to learning contents, and resilient use of sans serifs. However, issues such as lack of proper mixing of photos and illustrations, further development of learning helper characters, configuration of spare margins, graphic image design, and lack of a structured layout that utilizes color and visual images were cited as problems.

A Study on Self-Censorship by Conflict in the Educational Environment of Art College: Based on the attribution theory. (예술대학 교육환경 속 갈등관계에 따른 자기검열 연구: 귀인이론을 중심으로)

  • Kim, Kwang-Cheol;Song, Jin-Ho
    • Journal of the Korea Convergence Society
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    • v.12 no.3
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    • pp.151-164
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    • 2021
  • This study aimed to find ways to reduce self-censorship by identifying the conflict and attribution to the motivation for self-censorship during the curriculum of the College of Arts. The analysis confirmed the significance of each relationship by conducting a correlation and regression analysis between the variables, and the analysis of the effects was based on the significant factors among them. The analysis showed the external locus of control toward self-censorship and interpersonal conflict had a partial mediation effect. In other words, as the degree of conflict in the educational environment increases, art college students are aware of the cause of the problem due to external characteristics such as others, task difficulty, etc., and thus confirmed the conclusion that frustration and shame caused by it become the motive for self-censorship.

Conceptualization of IT Humanities through Keyword Topic Modeling (주제어 토픽모델링을 통한 IT 인문학 개념의 정립)

  • Youngmi Choi;Namje Park
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.467-480
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    • 2022
  • This paper aimed to explore research trends for the conceptualization of IT humanities. Reflecting domestic and international references which focused on the possibility of the integration of digital technology and humanities, the authors examined the beginning, background, and relevant concepts of IT humanities to figure out the meaning and the research trends. In addition, using the search word "IT humanities," the authors analyzed network topics of the keywords retrieved from 1,566 KCI and 64 SCI journal articles published since 2001. The concept of IT humanities in the previous studies has tended to associate with competencies that allow considering various fields of IT based on the lens of humanities perspectives. The result of the topic modeling revealed four groups as fields to be integrated with IT humanities, methods of implementation, connections of literature or culture, and creations of IT humanities. Instead of instrumentalization or merger by one stance of IT or humanities, it is imperative to collaboratively work for the generation of a new viewpoint through mutual respect of disciplines.

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.

Development and Management of the Advanced STEAM Teacher Training Program (STEAM 심화과정 교사연수 프로그램 개발 및 운영)

  • Hahn, Insik;Hwang, Shinyoung;Yoo, Jungsook
    • Journal of The Korean Association For Science Education
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    • v.36 no.3
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    • pp.399-411
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    • 2016
  • The purpose of this study is to investigate implications for future STEAM education by analyzing the surveys by the in-service teachers who participated in the Advanced STEAM Teacher Training Program(ASTTP) for raising interests and understanding of science and technology and nurturing STEAM literacy and problem-solving ability of students. ASTTP was developed for promoting 'teacher competence for STEAM.' ASTTP is a 60-hour program(4 credits), which includes offline intensive course of 38 hours, online training course of 12 hours, a course of implementation at schools for 5 hours, and a workshop for 5 hours (based on the 2014 program). For the offline intensive course, teachers take various professional development classes and activities, such as open-laboratory tours, advanced experiments, mentoring programs, and team projects as well as lectures on diverse disciplines. For the online course, teachers take online classes freely while they are encouraged to work with other teachers in groups. After taking both online and offline courses, the teachers are required to implement their STEAM lesson plans in their classrooms. Finally at the workshop, some selected teachers share how successfully they have implemented STEAM education. About 700 teachers have successfully taken the program from 2012 to 2014. Based on the surveys by the teachers, the program has been modified and improved. Our analysis shows increased professional development in STEAM education for the participating teachers. This study can provide some implication and helpful insights for people who need to develop and manage teacher training programs for STEAM education and other education programs in general.

A comparative study of domestic and international research trends of mathematics education through topic modeling (토픽모델링을 활용한 국내외 수학교육 연구 동향 비교 연구)

  • Shin, Dongjo
    • The Mathematical Education
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    • v.59 no.1
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    • pp.63-80
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    • 2020
  • This study analyzed 3,114 articles published in KCI journals and 1,636 articles published in SSCI journals from 2000 to 2019 in order to compare domestic and international research trends of mathematics education using a topic modeling method. Results indicated that there were 16 similar research topics in domestic and international mathematics education journals: algebra/algebraic thinking, fraction, function/representation, statistics, geometry, problem-solving, model/modeling, proof, achievement effect/difference, affective factor, preservice teacher, teaching practice, textbook/curriculum, task analysis, assessment, and theory. Also, there were 7 distinct research topics in domestic and international mathematics education journals. Topics such as affective/cognitive domain and research trends, mathematics concept, class activity, number/operation, creativity/STEAM, proportional reasoning, and college/technology were identified from the domestic journals, whereas discourse/interaction, professional development, identity/equity, child thinking, semiotics/embodied cognition, intervention effect, and design/technology were the topics identified from the international journals. The topic related to preservice teacher was the most frequently addressed topic in both domestic and international research. The topic related to in-service teachers' professional development was the second most popular topic in international research, whereas it was not identified in domestic research. Domestic research in mathematics education tended to pay attention to the topics concerned with the mathematical competency, but it focused more on problem-solving and creativity/STEAM than other mathematical competencies. Rather, international research highlighted the topic related to equity and social justice.