• Title/Summary/Keyword: Fluency in technology

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Effects of Interactive Metronome(IM) Training on Executive Function of Stroke Patients (상호작용식 메트로놈 훈련이 뇌졸중 환자의 관리기능에 미치는 효과)

  • Jung, Jae-Hun
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.145-152
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    • 2019
  • The aim of this study was to evaluation the effect of Interactive Metronome(IM) training on executive function for stroke patients. Twenty patients with stroke were randomly assigned to experimental group(n=10) or control group(n=10). The patients in the experimental group received IM training with basic rehabilitation and those in the control group received traditional rehabilitation with basic rehabilitation. The patients were assessed before and after intervention using Kims frontal-executive function neuropsychology test II to evaluate executive function. The result of the present study was experimental group demonstrated more increased than control group in stroop interference, word fluency, delayed recall, executive function quotient(EFQ). Therefore, IM training was effective in improving the executive function. It is deemed that IM training can be usefully applied to improve executive function.

The Effects of Overseas Internships on Development of English Competence (해외인턴쉽의 영어능력 발전에 미치는 영향)

  • Cha, Mi-Yang
    • Journal of Convergence for Information Technology
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    • v.9 no.1
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    • pp.99-104
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    • 2019
  • In an attempt to shed light on the effects of overseas internships on foreign language development, this study investigated the differences in English compositions written by 10 Korean university students who joined an overseas internship program for 15 weeks. For data collection, the participants each wrote an English composition before and after the internship. Data collected was analyzed to discern differences in the two writings, and statistical analyses were carried out of the results. Results showed that the participants appeared to have attained lexical fluency, generating longer sentences embedded with multisyllabic, more diverse types, more complex and less redundant words in more complicated structures after the internship. This study revealed that overseas internships facilitated the growth of linguistic abilities. Korean SMEs need to enhance the global capacity of their human resources via overseas internships to strengthen their global competitiveness, apart from improving their industrial competencies such as productivity and product quality.

A Study On the Connection Between the Computer Science Education Curriculum of University and that of Primary and Secondary School (초·중등학교와 대학교의 컴퓨터교과 교육과정 연계 연구)

  • Kang, Shin-Cheon
    • The Journal of Korean Association of Computer Education
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    • v.9 no.3
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    • pp.29-45
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    • 2006
  • The IT(Information Technology) is very important growth power in the knowledge information based society. But there is nothing an educational program or system for putting the computer science education in the primary and secondary school into practice. We can talk this problem because of the national curriculum. This existing state brings to a conclusion not only to the political and administrative support but also to the national curriculum. These internal problems are two. First problem is the content in the computer textbook. And second problem is the connection between the computer science education curriculum of university and that of primary and secondary school. This study analyzed the relation about it. And this study suggested the ideal method for connecting those of them. Finally, the results of this study are two. First result is the necessary to reconstruct the domain knowledge of the computer based on the computer science for getting the identity. And second result is necessary to connect between the domain knowledge of the computer based on the computer science identity of university and that of primary and secondary school.

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Development and Application of the STEAM Education Program Focused on the Sensor-Based Scratch Programming (센서 기반 스크래치 프로그래밍 중심의 STEAM 교육 프로그램 개발 및 적용)

  • Kim, Tae-Hun;Kim, Byeong-Su;Kim, Jong-Hoon
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.65-74
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    • 2014
  • The STEAM education and the computer science education have become increasingly important with the advert of science technology that enhances the national competitiveness. The purpose of the research is to develop the STEAM education program focused on programming education. I introduced a programming activity utilizing a sensor that can trigger students' interest with relation to other school subject factors. I applied the education program to grade 4-5 students, then compared and analyzed effects of the education program by conducting pretest and posttest regarding the creativity, reasoning skills, and the affective domain in science learning. Overall, the analysis reveals that the STEAM education program developed in this study improved fluency, originality and creativity index of the students' creativity, reasoning skills and scientific attitudes.

The Nature and Perspective of Informatics Education (정보교육의 본질과 전망)

  • Lee, YoungJun;Lee, EunKyoung
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.1-11
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    • 2008
  • All learners have to improve problem-solving abilities based on the principles of Computer Science and Computational Concepts as well as enhance their information technology fluency for living in the 21st century. However, there are no clear answers for fundamental questions such as 'What is Computer Science?' or 'What is the nature of Informatics education?'. Informatics education is threatened by the terminological confusion and misleading external images of Computer Science or Informatics education. Therefore, in this study, we closely reviewed perspectives on the nature and necessity of Informatics education and suggested a perspective to improve Informatics education. First, we examined how the definition of Computer Science has changed and pointed out that the Computer Science curriculum has operated differently from country to country because of the different viewpoints about Computer Science. Moreover, we presented evidence to assert that Informatics education should be considered as an independent science subject that is for all students. Finally, we suggested essential elements to insist that Informatics is a discipline to improve computational thinking. Essential elements consisted of 'Representations', 'Processes', 'Machines', 'Relationships' and 'Construction'. We suggested that the concept of Informatics should be extended based on these five elements.

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The Effect of Integrated Mind Map Activities on the Creative Thinking Skills of 2nd Year Students in Junior High School (통합형 마인드맵 활동이 중학교 2학년 학생들의 창의적 사고력에 미치는 영향)

  • Yoon, Hyunjung;Kang, Soonhee
    • Journal of the Korean Chemical Society
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    • v.59 no.2
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    • pp.164-178
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    • 2015
  • The purpose of this study was to design a teaching and learning method conductive to the development of creative thinking skills and investigate its effects. It has been developed integrated mind map with feature of visualizing the divergent thinking to the aspects of Science (S), Technology (T) & Engineering (E), Arts (A), Mathematics (M). Integrated mind map can be divided into four types of STEAM type, STEA type, STEM type, STE type depending on the category of key words in the first branch. And Integrated mind map can be divided into three levels of guided, intermediate, open depending on the teacher's guide degree. And also integrated mind map activities were carried out in the form of group, class share as well as individual. This study was implemented during a semester and students in experiment group experienced individual-integrated mind map activity 10 times, group-integrated mind map activity 10 times, class share-integrated mind map activity 3 times. The results indicated that the experimental group presented statistically meaningful improvement in creative thinking skills (p<.05). And there was a statistically meaningful improvement in fluency, flexibility, originality as a sub-category of creative thinking skills(p <.05). Also creative thinking skills are not affected by the level of cognitive, academic performance, gender (p<.05). In conclusion, it was found that 'integrated mind map activity' improved student's creative thinking skills. There was no interaction effect about creative thinking skills between the teaching strategy and cognitive level, achivement, gender of those students.

A Study on the Meaning of Robot Play Experience of 5-Year-Old Children: Focused on free play and structured group activities (만 5세 유아의 로봇 놀이 경험의 의미연구: 자유놀이와 구조적 집단활동을 중심으로)

  • Lee, Hyo Ju;Nam, Ki Won
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.41-48
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    • 2022
  • The purpose of this study is to compare the meaning of the experience of robot play in the free play time of 5-year-old children in daycare centers with the experience of 5-year-old children in the structural group activities of teachers. To this end, a total of 32 children (15 in the experimental group and 17 in the comparative group) aged 5 were conducted for 1 hour three times a week for 10 weeks. Robots were supported as toys in the classroom of the experimental group, and children in the comparative group freely experienced robot exploration and play during free play time, and children in the comparative group learned the robot's functions and performed structural group activities based on the 2019 Revised Nuri Curriculum national-level curriculum. As a result of analyzing the difference between pre-test and post-test, the use of robots in free play showed a significant effect in creativity and fluency of children, and a significant effect in expression of pleasure in playability. These results suggest that robots are meaningful as play materials in early childhood education, which aims for infant-led free play, and that it is worth studying the robot experiences of children in these free situations in the future.

Mutilingualism and Language Education Policy (다언어주의와 언어교육정책)

  • Kim, Yangsoon
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.1
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    • pp.321-326
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    • 2020
  • This paper is to analyze the language education policy in the context of multilingualism. As the majority of the population are multilingual, language policy should be centered on the multilingual speakers as the norm, and multilingual language policy is the best route which we can follow as a language policy in education. The motivation and legitimacy of the multilingual policies are suggested in terms of 6 different perspectives: identity, sustainability, equity, World Englishes, machine translation, and Universal Grammar (UG). As a model of language policy, the English-Plus (i.e., English+n) policy and similarly the Korean-Plus (i.e., Korean+n) policy are suggested to be the most appropriate language policies in the field of education in America and Korea respectively. These plus policies aim at bilingual fluency in both the native language and other foreign languages that are constitutive of the multilingualism of the country in which the bilingualism is treated as a variant of multilingualism. In a period of convergence and diversity in the 4th Industrial Revolution, language diversity and multilingual policy should be considered as a right to be protected or as a resource to be conserved rather than as a problem to be solved.

The Formation of Linear Thinking in Traditional Chinese Music and Its Causes (중국 전통음악 선형적 사유의 형성과 그 원인)

  • Li Ruibiao
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.429-436
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    • 2023
  • Traditional Chinese music has a deep indigenous color and has its own unique way of thinking and characteristics. A consensus has already been formed that linear thinking is a major feature of traditional Chinese music, and it has been implemented in both traditional multi-tone and single-tone music. It is mainly expressed in the form of single-tone music or single-tone music. This linear thought of traditional Chinese music is formed by influencing factors in various fields. For example, it is related to national culture, geographical and natural environment, religious and philosophical background, traditional Chinese notation, individual characteristics of traditional musical instruments, Yulje, composition, and transmission methods. This thinking is different from Western classical music that pursues three-dimensional thinking, and Western music emphasizes the harmony of harmony, harmony of tone and texture, logic and identity of structure, and emphasizes the aspect of space. However, traditional Chinese music emphasizes the horizontal development of melody, the fluency of ancestors, and the continuity of structure. We aims to analyze the causes of linear thinking of traditional Chinese music so that it can be more useful in educational aspects and promote the succession and development of traditional music by transferring knowledge of ethnic music.

Digital Citizenship Library Programming in Award-Winning Libraries of the Future: A case review of public libraries in the United States (공공도서관의 디지털 시민성 프로그래밍: 미국의 미래 도서관 수상 도서관을 중심으로)

  • Jonathan M. Hollister;Jisue Lee
    • Journal of Korean Library and Information Science Society
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    • v.54 no.4
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    • pp.359-392
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    • 2023
  • Digital citizenship includes an evolving set of knowledge and skills related to effectively and ethically using technology, especially when interacting with other people, information, and media in the online context. As public libraries have long provided access to and training with a variety of technologies, this study explores how digital citizenship has been covered in public library programming to identify potential trends and best practices. A purposive sampling of public library recipients of the American Library Association (ALA) and Information Today Inc.'s Library of the Future Award over the past 11 years (2013-2023) identified 7 case libraries to review. The titles and descriptions of 337 relevant library programs for audiences of school-aged children (5 years old and up) to seniors were collected for a 2-month period from each library's website and analyzed using Ribble & Parks (2019) 9 elements of digital citizenship. The findings suggest that programming related to digital citizenship most often addresses themes connected to digital access and digital fluency through coverage of topics related to computer and technology use. Based on themes and examples from the findings, public libraries are encouraged to expand upon existing programs to integrate all elements of digital citizenship, strive for inclusive and accessible digital citizenship education for all ages, and leverage resources and expertise from relevant stakeholders and community partnerships.