• Title/Summary/Keyword: Arts-engineering education

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A Study on the Health Changes of Students in Long-Term Online Classes due to COVID-19

  • Seon Ahr Cho;Hong Chul Chae;Jun Sik Min;Seong Jae Lee
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.18-25
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    • 2023
  • The COVID-19 pandemic has had a significant impact on the educational landscape for students across the globe, leading to a shift towards long-term online learning. This study aims to examine the changes in the health status of college and university students before and after the transition to online classes. We conducted a survey questionnaire among 200 students enrolled at K University in Gangwon-do, including participants from both the Department of Visual Optics and the Department of Physical Therapy. The survey employed a 5-point Likert scale to evaluate a range of health-related factors, including physical and mental well-being, alterations in lifestyle, and academic performance. Both male and female students experienced a decline in physical strength and exercise during the online class period, while mental health and overall happiness showed improvement, particularly among female students. Notable shifts in lifestyle emerged, including an increased usage of electronic devices and enhanced familial connections. The study also shed light on intriguing trends related to academic accomplishments and adherence to official quarantine guidelines. In sum, the findings of this study offer valuable foundational information for the maintenance of students' well-being during online learning, as well as the development of effective strategies for online education in future academic settings.

Development and Effectiveness Evaluation of the STEAM Education Program on Food Groups for Kindergarteners (식품군을 활용한 유치원생 대상 STEAM 교육 프로그램 개발 및 효과평가)

  • Ahn, Jinkyeong;Kim, Seyoen;Kim, Donghyuk;Lee, Jounghee
    • Korean Journal of Community Nutrition
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    • v.27 no.5
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    • pp.361-372
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    • 2022
  • Objectives: The purpose of this study was to explore the effectiveness of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) education program on the use of specific food groups in improving nutrition-related knowledge and attitude, dietary behavior, creative problem solving, and STEAM attitude. Methods: We selected two classes at a kindergarten in Jeollabuk-do, South Korea. A total of 44 kindergarteners from the two classrooms participated in this study. The experimental group and the control group were formed with 22 students each. The experimental group attended 11 STEAM classes on the use of the grain, fruit, and milk food groups. First, we performed the paired t-test to examine changes from pre-to-post classes for both groups. Then, we used ANCOVA to compare post-test scores between the experimental and control groups with the adjustment of pre-test scores. Results: The results demonstrate that the STEAM education program on the use of the food groups significantly improved (1) nutrition-related knowledge and attitude, and dietary behavior (P < 0.001), (2) creative problem solving (P < 0.001), and (3) STEAM attitude (P < 0.001) in the intervention group when compared with the control group. Conclusions: The STEAM education program on the use of food groups is effective in enhancing nutrition knowledge and attitude, dietary behavior, creative problem solving, and STEAM attitudes among kindergarten students.

Technological Innovation and Entrepreneurship: Education, Social Good and Economic Development

  • Fernandez, Ramon Emilio;Ferguson, David L.;Magsi, Komal
    • World Technopolis Review
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    • v.5 no.1
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    • pp.19-29
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    • 2016
  • The innovation ecosystem provides benefits and challenges for multiple institutional actors like universities, industry, government, NGOs, and private funding agencies, as well as individuals in a rapidly evolving and dynamic environment. First, we describe the changing role of universities-whereby, the support of innovation and entrepreneurship is developing into a core mission of universities. We then describe strategies within the United States and globally to help students learn about innovation and entrepreneurship. Finally, we explore the benefits and challenges of technological innovation for economic development, emphasizing how such development relates to the global problem of underprivileged communities, both in developed and developing countries, and the special concerns of economic development for developing countries.

Meta-Analysis of Cognitive and Affective Effects of Arduino-Based Educational Programs

  • Bong Seok Jang
    • Journal of information and communication convergence engineering
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    • v.22 no.2
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    • pp.153-158
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    • 2024
  • This study aims to summarize the effects of Arduino-based educational programs through a meta-analysis. Eleven eligible primary studies were obtained through a systematic literature review and coded accordingly. The results are as follows: The meta-analysis revealed that the overall effect size for all the studies was 0.518. Analysis of the moderator variables indicated statistically significant differences between them. Regarding the learning domains, the results were ranked in descending order of the cognitive and affective domains. Within the cognitive domain, the effect sizes were ranked in descending order as follows: logical thinking, content knowledge, convergence competency, self-efficacy, computational thinking, and creative problem-solving skills. In terms of subject areas, the descending order of effect sizes was agriculture, STEAM, environmental science, practical arts, artificial intelligence, informatics, and computers. Regarding school level, the results were ranked in the following descending order: college, elementary school, middle school, and high school.

A meta-study on the analysis of the limitations of modern artificial intelligence technology and humanities insight for the realization of a super-intelligent cooperative society of human and artificial intelligence (인간 및 인공지능의 초지능 협력사회 실현을 위한 현대 인공지능 기술의 한계점 분석과 인문사회학적 통찰력에 대한 메타 연구)

  • Hwang, Su-Rim;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.8
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    • pp.1013-1018
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    • 2021
  • Due to the recent accident caused by the automated vehicle, discussions on the ethical aspects of AI have been actively underway. This paper confirms that AI is inevitably connected to ethical components through the concepts and techniques related to robots-AI, and argues that ethical aspects are built-in, not post facto. Furthermore, this devises a solution to the trolley dilemma that can serve as a clue to ethical problems associated with automated vehicles. Preferentially, that process contains writing Bayesian networks. Next, only important and influential data are left after the pre-processing stage, and crowd-sourcing & extrapolation is used to calculate the exact figures of the networks. Through this process, this argues that humans' subjects are certainly included in implementing algorithms and models and discusses the necessity and direction of engineering liberal arts, especially education of ethics that distinguished from major education to prevent distortions and biases abouts AI systems.

The Meta-Analysis on Effects of Living Lab-Based Education (리빙랩 기반 교육 프로그램의 효과에 대한 메타분석)

  • So Hee Yoon
    • Journal of Practical Engineering Education
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    • v.14 no.3
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    • pp.505-512
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    • 2022
  • The purpose of this study is to synthesize effects of the living lab-based education through meta-analysis. Seven primary studies reporting the effect of living lab-based education were carefully selected for data analysis. Research questions are as follows. First, what is the overall effect size of the living lab-based education? The overall effect size refers to the effect on the cognitive and affective domains. Second, what is the effect size of the living lab-based education according to categorical variables? Categorical variables are outcome characteristics, study characteristics, and design characteristics. Results are summarized as follows. First, the overall effect size of living lab-based education was 0.347. Second, the effect size according to the cognitive domain was 1.244 for information process, 0.593 for communication, 0.261 for problem solving, and 0.26 for creativity. Third, the effect size according to subject area was shown in the order of electrical and electronic engineering 1.146, technology and home economics 0.489, artificial intelligence 0.379, and practical arts 0.168. Fourth, the effect size according to school level was 1.058 for high school, 0.312 for middle school, and 0.217 for elementary school. Fifth, the effect size by grade level was 0.295 when two or more grades were integrated and 0.294 for a single grade.

Domestic and International Experts' Perception of Policy and Direction on STEAM Education (융합인재교육(STEAM)의 정책과 실행 방향에 대한 국내외 전문가들의 인식)

  • Jung, Jaehwa;Jeon, Jaedon;Lee, Hyonyong
    • Journal of Science Education
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    • v.39 no.3
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    • pp.358-375
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    • 2015
  • The purposes of this study were to investigate the value, necessity and legitimacy of STEAM Education and to propose practical approaching methods for STEAM Education to be applicable in Korea through a variety of literature review, case studies and collecting suggestions from domestic and international educational experts. The research questions are as follows: (1) To investigate the perception, understanding and recognitions of domestic and foreign professionals in STEAM education. (2) To analyze policy implications for an improvement in STEAM. The following aspects of STEAM were found to be challenges in our current STEAM policy after analyzing multiple questionnaires with the professionals and case studies including their experiences, understanding, supports and directions of the policy from the governments. The results indicate that (1) there was a lack of precise and conceptual understanding of STEAM in respect to experience. Training sessions for teachers in this field to help transform their perception is necessary. Development of practical programs with an easy access is also required. It is important to get the aims of related educational activities recognized by the professionals and established standards for an evaluation. The experts perceived that a theme-based learning is the most preferred and effective approaching method and the programs that develop creative thinking and learning applicable to practice are required to promote. (2) The results indicate that there was a lack of programs and inducements for supporting outstanding STEAM educators. It is shown that making an appropriate environment for STEAM education takes the first priority before training numbers of teachers unilaterally, thus securing enough budget seems critical. The professionals also emphasize on developing specialized teaching materials that include diverse inter-related subjects such as science technology, engineering, arts and humanities and social science with diverse viewpoints and advanced technology. This work requires a STEAM network for teachers to link up and share their materials, documents and experiences. It is necessary to get corporations, universities, and research centers participated in the network. (3) With respect to direction, it is necessary to propose policy that makes STEAM education ordinary and more practical in the present education system. The professionals have recommended training sessions that help develop creative thinking and amalgamative problem-solving techniques. They require reducing the workload of teachers and changing teachers' perspectives towards STEAM. They further urge a tight cooperation between departments of the government related with STEAM.

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A Study on the Development of Convergence Educational Program for Children - Focus on Convergence hand-on Education between Design and Robot Science - (어린이를 위한 융·복합 디자인 교육 프로그램 개발연구 - 디자인과 로봇공학의 융·복합 체험교육을 중심으로 -)

  • Han, Hae-Ryon;Jo, Hye-Gyeong;Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.222-230
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    • 2013
  • The convergence progress in science technology and ensuing changes in educational environments require another huge change in education programs in the 21st century defined as a knowledge-based information society. But nowadays, prospective college students are increasingly avoiding natural science and engineering. So, educational fields in korea need suitable convergence educational programs (STEAM: science, technology, engineering, arts, mathematics) for creative competent person who is training and experiencing. In addition, environmental design fields are predicting about spread of Kinetic architecture. Therefore the aim of this study is developing convergence hand-on educational program which is incorporate robot science into environmental design for children. The program and teaching materials were developed by mapping between robot science and environmental design process leading the Design Promote Committee in KIID(Korea Institute of Interior Design) supported research teams in Hansung University. And then, For utility of the program, we had a 3 times of demonstration of empirical education. First, graduate students of design and robot major, and small group of children who are selected, at last, 63 children who are applying the program randomly. For more high quality program, we were conducting survey of post-empirical education evaluation for children and their parents. In conclusion, we found out highly satisfaction of the program those two groups. Also they need more organized places, time, task and so on. And the convergence educational program would develop by systematic approach and empirical research. At last, various and series convergence programs and teaching materials would develop creative competency based for regular and irregular courses of whole educational period.

Design and evaluation of STEAM Teaching Material which uses a sensor in a smart device (스마트기기 센서를 활용한 STEAM 수업자료 설계 및 평가)

  • Yang, Yun-jeong;Kim, Eui-jeong;Kim, Chang-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.271-274
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    • 2013
  • Considering the recent trend highlighting the importance of STEAM education, the purpose of this study is to develop scientific research activities and STEAM technology material using the smart device sensor. Drawing a picture on a map with GPS drawing application which contains elements such as IT, geographic information, sports and arts, we intent not just to install a smartphone application but also to get synergic effects and help with real cartography and geographic classes which are not experienced in the middle school curriculum, by using the functions of a smart device. Through the development of STEAM teaching material, we intended to provide a clear direction towards advancement by developing creative teaching data and teaching models which encourage students to improve their interest and creativity in science, technology, engineering, art, and mathematics.

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Impacts of Leadership Empowerment of Multinational Enterprise on English Education on Job Satisfaction and Organizational Commitment (다국적 영어교육 기업 내 리더의 임파워먼트가 직무만족과 조직몰입에 미치는 영향)

  • Kim, Hyun-soo;Lee, Jae-yon
    • Journal of Practical Engineering Education
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    • v.7 no.2
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    • pp.135-146
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    • 2015
  • This study aimed for testing the effects of the empowerment in the circumstances of remote management that managers and employees were in separate countries. For this purpose, researchers collected survey data from 79 local teachers in multinational enterprises on English education and performed Structural Equation Modeling. The hypotheses below are revealed as significant. Firstly, empowerment had a positive effect on job satisfaction, but had a negative effect on job stress. Secondly, empowerment had a positive effect on organizational commitment. Thirdly, job satisfaction had a positive effect on organizational commitment. Fourthly, job stress had a negative effect on organizational commitment and job satisfaction mediated the relationship between empowerment and organizational commitment. Finally, job stress mediated the relationship between empowerment and organizational commitment. And the results of this study suggest that the employees' job satisfaction and organizational commitment can be enhanced using empowerment in the remote management system.