The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.
Objective: The purpose of the study was to investigate the current status of early childhood teachers' picture book reading activities and their knowledge and utilization of the picture book peritexts. Methods: The subjects were 276 early childhood teachers in Seoul metropolitan area. The survey was conducted to investigate early childhood teachers' current status of picture book reading activities as well as their knowledge and utilization of picture book peritexts. The collected data were analyzed using SPSS Statistics 21.0 program to analyze descriptive statistics such as frequency and percentage. Results: As results, most early childhood teachers recognized that reading picture books to young children was very important and responded that the purpose of reading picture books was to develop children's imagination and creativity. In terms of early childhood teachers' knowledge on 12 peritexts, some peritexts such as 'title', 'cover' and 'title page' were recognized at high level but other peritexts such as typography and layout were at low level. In addition, early childhood teachers' utilization level of peritexts were shown as relatively low compared to their knowledge level. Conclusion/Implications: The study results imply that early childhood teachers need to be informed of the concepts of picture book peritexts and encouraged to utilize peritexts while reading picture books to young children.
Objective: The purpose of this study is to investigate the influence of mothers' parenting belief on the types of discipline methods. Methods: For this study, questionnaires were distributed to 219 mothers of 3~5 year old children who live in Seoul and Gyeonggido. Frequency analysis, descriptive statistic, correlation analysis and multiple regression analysis were conducted by using the SPSS 23.0 program. Results: Firstly, the highest parenting belief of young children's mothers was found to be problem-solving ability. And they used mostly the discipline of logical explanation. Secondly, there were positive correlations between parenting beliefs of problem-solving ability and creativity ability and the discipline of logical explanations. Thirdly, the parenting beliefs of problem-solving ability and creative ability were found to positively influence on logical explanations whereas it negatively influenced on the discipline of neglect and the forced punishment. Conclusion/Implications: The results of this study imply that the parenting belief affect on the types of discipline method and the mothers need education for the parenting belief of problem-solving ability and creative ability.
Journal of The Korean Association For Science Education
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v.41
no.2
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pp.171-181
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2021
The purpose of the study is to explore the personal experiences and efforts of science teachers, who have worked in science core schools over the years, in order to evaluate the educational effects and implications of science core school policies. To achieve this purpose, we conducted semi-structured interviews with twelve individual science teachers who have operated programs and curriculum at science core schools. The results provided three case studies presenting how the teachers operated curriculum and how they perceived the benefits of science core schools and identified some commonalities in their experiences and perceptions through cross-case discussions. Three teachers in case studies presented different teaching orientations for science core schools, but they positively perceived its benefits and were very satisfied with the school environment and financial supports from government even though they had more burdens on work. In cross-case analysis among 12 teachers, the teachers commonly presented their passion and enthusiasm for organizing and implementing various extra-curriculum science activities. They believed that such efforts contributed to encouraging their students to consider their careers in science and engineering fields in college. And the differentiated school program has increased reputation and preference for the school from local parents and students. In addition, they felt that these efforts brought their own growth and professional development as science teachers.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.16
no.1
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pp.99-111
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2021
The purpose of this study is to examine the experiences and attitudes of elementary pre-service teachers, the level of entrepreneurship core competencies, and to analyze differences in entrepreneurship core competencies by grade, gender, and attitude. To this end, 208 elementary pre-service teachers who responded to the online questionnaire surveyed their experience, attitudes, perceptions, entrepreneurship attempts, and entrepreneurship core competency levels. As a result, pre-service teachers had a low level of understanding and direct participation in entrepreneurship education, the need for entrepreneurship education for elementary school students and teachers was high. The average of the value-creation competency group consisting of innovation, social value orientation, and change agility was relatively lower than the challenge, group creativity, and self-directed competency group. The difference of the entrepreneurship core competency level between the grades was not significant, and female students' competency levels were statistically significantly higher than male students. In addition, the average of the four core competencies of entrepreneurship in the group that recognizes the importance of entrepreneurship as essential competencies was statistically higher than that of their counterparts. Based on the results of this study, the implications for the design and development of a program for enhancing entrepreneurship competency for elementary school pre-service teachers were presented.
The Journal of the Convergence on Culture Technology
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v.8
no.2
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pp.117-129
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2022
The ability to creatively pursue new knowledge and perspectives across various disciplines has established itself as a basic literacy for living in the 21st-century convergence era. With the development of various creative education programs, assessment tools that can objectively and systematically evaluate learners' academic achievement are also required. Therefore, this paper proposed the self assessment, peer assessment, creativity assessment, and reflection tool based on the hyper blended practical model as assessment tools for creative convergence education programs for elementary and secondary school students. The developed assessment tools attempted to develop more completed evaluation methods by modifying two items and deleting four items through validity tests. In addition, the evaluation tool was applied to 596 elementary and secondary school students nationwide, and the application results were analyzed through one-way ANOVA and Wordcloud system. As a result of the analysis, it was found that the self assessment and the reflection tool need to develop questions according to the grade group. In addition, we proposed to use these assessment tools in blended classes or various educational activities in the changing classroom environment. We hope that this paper provides implications for developing evaluation systems and tools for creative convergence education.
This study predicts the paradigm shift that the development of artificial intelligence technology will bring to the production of music content, and suggests that works created through collaboration between artificial intelligence and humans can have artistic value as finished products. Anyone can easily produce music content using artificial intelligence composition programs, and it has become an opportunity to inspire artists with various attempts and creative ideas. Although artificial intelligence technology provides convenience in human life and benefits a lot in the efficient aspect of work, it is difficult to escape the perception of data-based pattern music in the art field so far. Pattern music with many quantitative elements is not recognized as a complete creation due to the absence of abstract symbolism or meaning pursued by art. However, it predicts that if qualitative elements such as emotions and creativity are given to artificial intelligence music through human collaboration, it can be recognized as a complete work of art. The development of artificial intelligence technology increases access to culture and art from the public, and it can be expected that anyone can enjoy it as well as aesthetic experiences. In addition, various contents can be produced by improving individual digital literacy, and it is an opportunity to share and communicate with others. As such, artificial intelligence technology serves as a medium connecting the public with culture and art, and is narrowing the gap between humans and technology through art activities. Along with this cultural phenomenon, we predict the possibility of research on the production of artificial intelligence music contents with artistic value and the development of various convergence and complex art contents using artificial intelligence technology in the future.
This study explores the perception of Engineering Design of teachers who have long experience in the Integrated STEAM education. The teachers participating in this study were 12 elementary and secondary teachers with more than five years of experience in the Integrated STEAM Education. The study conducted semi-structured interviews. Interview questions focused on experiences of Integrated STEAM Education and recognition of Engineering Design, whether or not to reflect the curriculum of Engineering Design, and actual cases of Integrated STEAM Education with Engineering Design. As a result of this study, the teachers who participated in this study recognized that 'identification and coexistence of concepts for science, technology, and engineering' about Engineering Design, 'Creative design is possible when creativity is added to Engineering Design', 'Engineering Design is to analyze the economic feasibility and utility of the output created through the creative design process', 'Engineering Design is only for students who choose a career in science and engineering'. Based on this research, We need to establish and present correct concepts for science, technology, and engineering, and make an effort to include Engineering Design for solving scientific problems in the curriculum. In addition, we will have to develop and spread the Integrated STEAM Education program including Engineering Design and apply it in the field. Through this, we will have to find concrete action plans to improve the perception of science and engineering Integrated STEAM programs and Engineering Design among novice teachers and preservice teachers.
Journal of the Korean Society for Library and Information Science
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v.57
no.2
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pp.379-408
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2023
This case study reports on the redevelopment of a course, Local Culture Information Theory offered by the Department of Library and Information Science at C University, into a capstone design course using a project-based learning approach. In collaboration with a local community youth organization, the redesigned course provided an opportunity for LIS students to develop and implement a digital literacy program that enabled high school students to use a variety of digital multimedia technologies to complete a project of digital Human Library featuring video, audio, and digital are such as webtoons. Through semi-structured interviews with 5 students and 3 staff from partner organizations, this study reports on course development process, the establishment of local partnerships, project outcome, as well as suggestions for improvements. In addition, a qualitative analysis of the participating students' interview responses using the Framework for 21st Century Learning (P21) found they developed and improved 11 skills across three core areas: life and career skills including self-direction, project management, collaboration with diverse teams, flexibility, responsibility, leadership; learning and innovation skills including communication and collaboration, problem-solving, creativity, and critical thinking; and information, media, and technology skills through media creation. Lessons learned and recommendations from this case study may be useful for other LIS programs and faculty interested in implementing project-based learning or developing capstone design courses.
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.
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