Geological achievements of the 20th century revolutionized our views about geological understanding and concept. A good example is the concept of continental drift suggested early in the 20th century and later explained in terms of seafloor spreading and plate tectonics. Our understanding of the compositions of materials forming earth has also improved during the20th century. Radio and stable isotopes together with biostratigraphy and sequence stratigraphy allow us to interpret the evolution of sedimentary basins in terms of plate movement and sedimentation processes. The Deep Sea Drilling Project initiated in 1960s and continued as the Ocean Drilling Project in 1980s is one of the most successful international research observations, and new developments in computational techniques have provided a wholly new view about the interior of the earth. Most of the geological features and phenomena observed in deep sea and around continental margins are now explained in terms of global tectonic processes such as superplumes flowing up from the interior of our planet and interacting with such as Rodinia Pannotia and Nena back in the Precambrian time. The space explorations which began in the late 1950s opened up a new path to astrogeology, astrobiology, and astropaleontology. The impact theory rooted in the discovery of iridium and associated phenomena in 1980s revived Cuvier's catastrophism as a possible explanation for the extinctions of biotas found in the geological record of this planet. Due to the geological achievements made in the 20th century, we now have a better understanding of geologic times and processes that were too long to be grasped by human records.
Journal of the Korea Society of Computer and Information
/
v.19
no.4
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pp.149-158
/
2014
The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.
Modern society has evolved to such an extent that computing technology has become an integral part of various fields, creating new and superior value to society. Education on computer literacy, including the ability to design and build software, is now becoming a universal education that must be acquired by everyone, regardless of the field of study. Many universities are imparting software education to students to improve their problem-solving ability, including to students who are not majoring in computers. However, software education contains courses that are meant for computer majors and many students encounter difficulty in learning the grammar of programming language. To solve this problem, this paper analyzes the research outcomes of the existing software education model and proposes a Python-based software education model for students who are not majoring in computer science. Along with a Python-based software education model, this paper proposed a curriculum that can be applied during one semester, including learning procedures, and teaching strategies. This curriculum was applied to a liberal arts class and a meaningful result was derived. If the proposed software education model is applied, the students will be interested in the computer literacy class and improve their computational thinking and problem-solving ability.
Journal of The Korean Association of Information Education
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v.25
no.5
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pp.733-740
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2021
The purpose of this study is to present the direction of elementary school AI education by analyzing cases of classes related to AI education in actual school settings. For this purpose, 19 classes were collected as elementary school class cases based on AI education. According to the result of analyzing the class case, it was confirmed that the class was designed in a hybrid aspect of learning content and method using AI. As a result of analyzing the achievement standards and learning goals, action verbs related to memory, understanding, and application were found in 8 classes using AI from a tool perspective. When class was divided into introduction, development, and rearrangement stages, the AI education element appeared the most in the development stage. On the other hand, when looking at the ratio of learning content and learning method of AI education elements in the development stage, the learning time for approaching AI education as a learning method was overwhelmingly high. Based on this, the following implications were derived. First, when designing the curriculum for schools and grades, it should be designed to comprehensively deal with AI as a learning content and method. Second, to supplement the understanding of AI, in the short term, it is necessary to secure the number of hours in practical subjects or creative experience activities, and in the long term, it is necessary to secure information subjects.
The purpose of this study is to suggest implications for early childhood SW·AI education considering the characteristics of early childhood education through a survey on SW·AI education in kindergartens. For this study, data were collected from 194 kindergartens through convenience sampling. The data was analyzed using frequency distribution, and it was found that 44% of kindergartens are conducting SW·AI education. 22% are conducting SW·AI education in the form of regular curriculum, and 70% are conducting SW·AI education in the form of special activities after school. SW·AI education was found to be conducted mainly by external instructors (97%) in the classroom (80%). For SW·AI education, block coding-based programs developed by companies such as Naver and the Clova were used, and all of these programs used programs and teaching aids in a package format, including teaching aids and materials developed by companies. 56% answered that they are not currently conducting SW/AI education, and lack of awareness on SW·AI education and lack of human/environmental infrastructure were the main factors. In order to realize SW·AI education considering the characteristics of early childhood education based on this survey, First, SW·AI education programs should be developed to develop play-centered computational thinking skills. Second, systematic teacher education at the national level should be conducted. Finally, the establishment of a department dedicated to early childhood SW·AI consisting of early childhood education experts and SW·AI education experts and financial support at the national level should be provided.
Viewing and approaching problems based on computational thinking can be improved through informatics education, which is essential for students to live in a future society. The purpose of this study is to analyze the operation status of informatics subjects that have become general electives in the 2015 revised curriculum, and to contribute to enhancing the effect of future informatics subject. To achieve this goal, a questionnaire was conducted for 400 students who graduated from high school in 2015-2016, and five students and five informatics subjects teachers were interviewed. Operation period of Infomatics subject, contents, method and evaluation method were analyzed. As a result, the operation of informatics subjects varied greatly from the second semester of the first year to the second semester of the third year. The most common method was teaching type, but the percentage of self-study was high in the second semester of the third year. The contents of the study did not learn all the contents, and the use rate of textbooks was low in the class. This study confirmed that the informatics subject class did not proceed in the form of observing the curriculum similarly to other subjects excluded. It is also significant that for the first time, the operational status of informatics subjects was analyzed.
The purpose of this study is to present the direction of elementary school AI education by analyzing cases of classes related to AI education in actual school settings. For this purpose, 19 classes were collected as elementary school class cases based on AI education. According to the result of analyzing the class case, it was confirmed that the class was designed in a hybrid aspect of learning content and method using AI. As a result of analyzing the achievement standards and learning goals, action verbs related to memory, understanding, and application were found in 8 classes using AI from a tool perspective. When class was divided into introduction, development, and rearrangement stages, the AI education element appeared the most in the development stage. On the other hand, when looking at the ratio of learning content and learning method of AI education elements in the development stage, the learning time for approaching AI education as a learning method was overwhelmingly high. Based on this, the following implications were derived. First, when designing the curriculum for schools and grades, it should be designed to comprehensively deal with AI as a learning content and method. Second, to supplement the understanding of AI, in the short term, it is necessary to secure the number of hours in practical subjects or creative experience activities, and in the long term, it is necessary to secure information subjects.
KIPS Transactions on Computer and Communication Systems
/
v.12
no.10
/
pp.291-298
/
2023
In this paper, we study whether the programming questions of the Informatics·Computer recruitment tests were suitable for selecting teachers with required programming skills. The average points of the programming questions constituted 38%(20.8 points) of the total scores for the entire curriculum based on the results from analyzing the previous questions in the past 5 years. Moreover, the distribution of points for each evaluation criteria within programming and data structure, two exam subjects which have a high proportion of programming questions, demonstrated a large deviation ranging from 0% to 47% and 0% to 53% respectively. In this study, a questionnaire survey was conducted on 31 teachers to examine if the previous programming questions were suitable for measuring teachers' competency in programming abilities required in the actual teaching experience. Computational thinking ability was ranked the highest at 58% in response to the area that needs to be evaluated in the recruitment test. In response to the relevance of previous questions, problem solving ability was ranked the highest at 2.84 on a 5-point scale, but the overall appropriateness was deemed low. C language and Python were regarded as the computer languages suitable to be tested for programming questions with each ranked 55% and 45%. The finding confirms that teachers preferred Python and the incumbent C language to others. Based on the results of the questionnaire, we recommend changes in the programming questions to improve the selection criteria.
Park, Jeongwoo;Lee, Sun-Kyung;Shim, Han Su;Lee, Gyeong-Geon;Shin, Myeong-Kyeong
Journal of The Korean Association For Science Education
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v.38
no.3
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pp.305-317
/
2018
In this study, we investigated the characteristics of participant students' modeling with the blackbox simulation program and epistemic criteria. For this research, we developed a blackbox simulation program, which is an ill-structured problem situation reflecting the scientific practice. This simulation program is applied in the activities. 23 groups, 89 second year students of an education college participated in this activity. They visualized, modeled, modified, and evaluated their thoughts on internal structure in the blackbox. All of students' activities were recorded and analyzed. As a result, the students' models in blackbox activities were categorized into four types considering their form and function. Model evaluation occurred in group model selection. Epistemic criteria such as empirical coherence, comprehensiveness, analogy, simplicity, and implementation were adapted in model evaluation. The educational implications discussed above are as follows: First, the blackbox simulation activities in which the students participated in this study have educational implications in that they provide a context in which the nature of scientific practice can be experienced explicitly and implicitly by constructing and testing models. Second, from the beginning of the activity, epistemic criteria such as empirical coherence, comprehensiveness, analogy, simplicity, and implementation were not strictly adapted and dynamically flexibly adapted according to the context. Third, the study of epistemic criteria in various contexts as well as in the context of this study will broaden the horizon of understanding the nature of scientific practice. Simulation activity, which is the context of this study, can lead to research related to computational thinking that will be more important in future society. We expect to be able to lead more discussions by furthering this study by elaborating and systematizing its context and method.
Journal of The Korean Association For Science Education
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v.42
no.4
/
pp.417-428
/
2022
This study analyzed the frequency and level of scientific practices presented in secondary science textbooks. A total of 1,378 student activities presented in 14 middle school science textbooks and 5 high school integrated science textbooks were analyzed, using the definition and level of scientific practice suggested in the NGSS. Findings show that most student activities focus on three practices. Compared to the textbooks for the previous science curriculum, the practice of 'obtaining, evaluating, and communicating information' was more emphasized, reflecting societal changes due to ICT development. However, the practice of 'asking a question', which can be an important element of student-led science learning, was still rarely found in textbooks, and 'developing and using models', 'using math and computational thinking' and 'arguing based on evidence' were not addressed much. The practices were mostly elementary school level except for the practice of 'constructing explanations'. Such repeated exposures to a few and low level of practices mean that many future citizens would be led to a naïve understanding of science. The findings imply that it is necessary to emphasize various practices tailored to the level of students. In the upcoming revision of the science curriculum, it is necessary to provide the definition of practices that are not currently specified and the expected level of each practice so that the curriculum can provide sufficient guidance for textbook writing. These efforts should be supported by benchmarking of overseas science curriculum and research that explore students' ability and teachers' understanding of scientific practices.
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