• Title/Summary/Keyword: Children Convergence Education

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A Study on the Design of Children's Play Space for Coding Education - Focusing on preschoolers - (코딩교육을 위한 어린이 놀이 공간 디자인 연구 - 미취학 아동을 중심으로 -)

  • Kim, Seung-In;Lee, Kaha
    • Journal of Digital Convergence
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    • v.18 no.4
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    • pp.397-402
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    • 2020
  • The purpose of this study is to identify the current state of coding education for children and to propose a new 'play-oriented' educational content to keep up with the problems of education in line with the revision process of the 4th Industrial Revolution. As a research method, we investigated and analyzed the case of the Korean early childhood coding education program, and then suggested the direction of the future infant coding education and suggested a new play area for children. Case analysis shows that current coding education places many restrictions on children's activities. So we propose a coding education space as a 'playing space' where children can actively play. Because the space is used, emotional education is possible because it can stimulate senses such as vision, touch and smell. In addition, this study is expected to cultivate not only spatial comprehension, but also imagination, creativity and cooperation. In future research, we will study the characteristics and technical process of children in-depth to help develop early childhood education.

A Study on Educational Effectiveness of Convergence Education Between Design and Robotics - Focus on Mentee and Mentor of 2013 Future Environmental Design Competition for Children - (디자인과 로봇공학 융·복합 체험교육의 교육적 효용성에 관한 연구 - 제2회 어린이 미래환경 디자인대회에 참가한 멘티와 멘토를 대상으로 -)

  • Jang, Yon-Hwa;Ban, Ja-Yuen;Lee, Yun-Hee;Han, Hae-Ryon;Lee, Ju-Hyeong
    • Korean Institute of Interior Design Journal
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    • v.23 no.2
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    • pp.62-70
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    • 2014
  • In the knowledge and information society of 21st century, 'Creativity' which is the core of national competitiveness and an important foundation for the development of the country has been emphasized on the importance of it. As a result, the convergence educational programs, as known as STEAM (science, technology, engineering, arts, mathematics) became more and more needed to children for cultivating creativity. As a follow-up study on STEAM program combining robotics and design for children developed by Design Promotion Committee of KIID, this study intends to modify and reanalyze the program and to seize the educational effectiveness of the groups of university students as mentors and children as mentees, The results are as follows; First, although the importance of STEAM education is highlighted, short-term educational programs tend to consist of only the contents of each field: design or science. Second, pre-training and mentoring were helpful to both mentors and children. Third, Children expanded the perception of STEAM concept and increased their interests in career. Mentors recognized the importance and the necessity of STEAM education, and were very satisfied with team activities which gave a new experience of working with other field of people. Therefore, this program provide to children an experience of logical thinking, having interests on uninterested field, and encouraging teamwork. Also, it provides to mentors a chance to develop their potential and experience, and set up a new vision for future.

Mealtime Behavior and Food Preferences of Children with Autism Spectrum Disorder and Nutrition Education Needs Perceived by Special Education Teachers (특수교사가 인식하는 자폐범주성장애 아동의 식행동 및 식품기호도와 영양교육 요구도)

  • Choi, Su Jin;Oh, Ji Eun;Kim, Yu-Ri;Kim, Yuri
    • Journal of the Korean Society of Food Culture
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    • v.36 no.1
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    • pp.40-55
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    • 2021
  • The purpose of this study was to provide basic information on the development of nutrition education programs to improve the mealtime behavior of children with autism spectrum disorder (ASD) by investigating the mealtime behavior and food preferences of children with ASD through the perception of special education teachers. Surveys were given to 108 special education teachers in special education schools in Korea regarding the demographic characteristics, nutrition education support needs, mealtime behavior, and food preferences of children with ASD. Most of the special education teachers responded that nutrition education in special schools had not been conducted properly and nutrition education for ASD children is necessary. Mealtime behavior analysis classified the behavior into three clusters: cluster 1, 'less problematic mealtime behavior'; cluster 2, 'general feature of autism'; cluster 3, 'difficulty in self-directed diet'. The age, eating habits, and food preferences were different according to each mealtime behavior cluster. Therefore, it will be necessary to develop a nutrition education program based on the characteristics of mealtime behavior.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

The Intelligence APP development for children's Kanji character education using Block and Stop motion

  • Jung, Sugkyu
    • International journal of advanced smart convergence
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    • v.5 no.2
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    • pp.66-72
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    • 2016
  • With the growing shift from traditional educational approaches and studying to the more digital classroom, using electronic textbooks and digital native's demand, there is a growing need to develop new methods for learn Kanji characters for children. The purpose of this study is to help children learn the basic Kanji by using stop motion and block methods, and approaching the basic Kanji character education with a more innovative and interactive smart phone APP. In the development of this smart phone App for children's Kanji character education proposed in this study, 100 basic Kanji characters for children are selected. These 100 characters are required for the stop motion animation production, where each selected Kanji is created as a stop-motion animation utilizing a variety of techniques, such as storytelling, to better engage children. The intelligent App is designed with image recognition technology, so that in the learning process children take a picture for the assembled block using their smart phone, the APP then recognizes whether it is assembled correctly, and then plays an animation corresponding to the assembled Kanji character.

Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

A Study on Coloring Game for the Education of Creativity in Children's Art (아동미술 창의성 교육을 위한 컬러링 게임 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.443-452
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    • 2020
  • Education using smart mobile devices has become part of current children's art education activities. Today's release of pen-equipped mobile devices and smart tablet PC's allows users to painting and coloring with digital devices. Today, art content for children is downloaded and can be educated at any time as an application. However, coloring games that give children the effect of art education are extremely rare, and the content elements in the games are similar to all games and lack the ability to express themselves. The study recognizes the importance of developing coloring game content for children's art education that can help children's coloring activities and improve creativity and imagination, and focuses on the direction and elements of developing children's coloring game content using smart mobile devices that fit digital coloring functions.

Analysis of Teacher's Verbal Interactions and Problem Solving Strategies in Young Children's Environmental Education Using Language Network Analysis Methods (언어네트워크 분석방법을 활용한 유아환경교육에서 교사의 언어적 상호작용과 문제해결전략 분석)

  • Choi, Yoon-Ji
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.147-158
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    • 2021
  • The purpose of this study is to perform of composition of young children teacher's verbal interactions and problem solving strategies by semantic network analysis. The data was collected the narrative of teacher in young children's environmental education. Additionally, this study used categories as a unit of analysis in order to find out structural characteristics. The results of this study were as follows. First, teacher's verbal interactions, providing information was the most cental, high influence appeared along with integration. Second, teacher's problem solving strategies, suggestion was the most cental, high influence appeared along with divergent thinking. Third, teacher's verbal interactions and problem solving strategies, suggestion was the most cental, providing information and divergent thinking appeared a strong connection. Besides, suggestion and decision were mediated by concern of problem, assessment appeared connection. Through these results from this study it is suggested that in order to interact and support problem solving process in young children's environmental education, teacher education to respond and understand contextually with young children is necessary.

Convergence Learning Program based on Childhood's Sociopsychological Development and Design Thinking

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.176-183
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    • 2020
  • This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.

A Study on the Education Model for Information Literacy Improvement of Multi-cultural Family Children (다문화 가정 유아들의 정보리터러시 향상을 위한 교육과정 모델에 관한 연구)

  • Jung, Young-Ae
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.15-20
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    • 2011
  • There are various remedies that are proposed from aspects of education and social welfare for social integration of multi-cultural families which is different from ethnic and cultural background. This study proposed educational process model for information literacy education of multi-cultural children. The proposed model is consedered to reduce digital divide by using five factor from the earlier information literacy. At last, this study explained characteristics, objective, contents, teaching-learning method and estimating method of proposed model.