• Title/Summary/Keyword: Future problem solving

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A Survey of Elementary School Students' Perception of Data-based Scientific Inquiry (데이터 기반 과학탐구에 대한 초등학생의 인식 조사)

  • Jeong, Eunju;Son, Jeongwoo
    • Journal of Science Education
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    • v.43 no.2
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    • pp.227-238
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    • 2019
  • In this study, we investigated the perception of elementary school students on inquiry activities and collaborative problem-solving ability in data-based scientific inquiry. For this purpose, 20 data-based scientific inquiry classes were conducted in 26 elementary school students in Gyeongnam City. After selecting the inquiry problem, students conducted an inquiry process to collect data using digital inquiry instruments. The following results were obtained through questionnaires and interviews after the classes: First, students perceived the step on 'inquiry design and execution' as the most useful in the data-based scientific inquiry. Second, students perceived that their scientific ability and cooperation improved through data-based scientific inquiry, with the selection of inquiry problems being the most difficult. Third, students perceived positively the improvement of cooperative problem-solving ability. From the above results, it was found that data-based scientific inquiry is necessary to improve the elementary school students' scientific inquiry ability and cooperative problem-solving ability. Based on this research, we hope that the development and research of various inquiry activities will provide opportunities for inquiry that can cultivate various abilities needed for students living in the future.

A study on the development of CAI program and its application for improving problem-solving - Focused on circular equations - (문제해결력 신장을 위한 CAI프로그램 개발 및 적용에 관한 연구 - 원의 방정식을 중심으로 -)

  • 박달원;홍성기
    • Journal of the Korean School Mathematics Society
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    • v.2 no.1
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    • pp.231-242
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    • 1999
  • The focus of this development program is to input multimedia materials into learning according to the trend of recent social changes and to maximize the learning effect for improving problem-solving by offering familiar teaching materials. The expecting effects of this study are as follows: 1. This program helps students acquire mathematical concepts and principles about circular equation through concrete examples using a variety of media - text, voice, sound, and animation and so on - , makes it possible individual learning which was difficult for students to expect at the existing multitude class as progressing learning each unit on the screen and the perfect learning by offering FEED BACK 2. This program varied the difficulty of learning contents to learn according to learning abilities of learners by using animation and making the most of merits of computer and was able to improve learning effect by studying in a mutual way with managing learning procedure nonsuccessively. 3. Class using CAI program about developed circular equation unit has a positive effect on improving problem-solving by becoming from teacher centered class to student centered one. 4. This program makes students understand the contents of auxiliary learning in multimedia computer more efficiently, and cultivate abilities to adopt in accordance with changes in the future society by forming familiar computer mind.

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The impacts on school life of a occupational therapy student use of smartphone

  • Lee, Sun-Myung
    • Journal of Korean Clinical Health Science
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    • v.7 no.2
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    • pp.1289-1297
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    • 2019
  • Purpose: The purpose of this study was to investigate occupational therapy at M college in Changwon and the impact of smart phone use on the school life of college students and to help them find ways to further develop in the future. Methods; Data collection was conducted using questionnaires, and the questionnaires consisted of 152 total questions with 15 interpersonal questions, 23 problem solving skills, 43 self-efficacy, 16 class participation scale, and 55 self-directed learning scale. It was conducted to first and second graders of M college and conducted a survey through the corresponding academic year from March 26, 2019 to March 29, 2019 to retrieve 120 questionnaires and use them for analysis. The collected data were analyzed using SPSS. Statistic 20.0. Results: Studies show that "school life satisfaction" is usually the highest at 53 percent. The "smartphone user motivation" was the highest with 50.8 percent, while the "most frequently used feature on smartphones" was the highest with 57.5 percent on SNS. Satisfaction after using a smartphone was the highest with 49.2 percent, while 41.7 percent said it would be easier to acquire and utilize information in the areas of satisfaction. Conclusion: Smartphone addiction, interpersonal relationships, problem-solving skills, self-efficacy, participation in classes, and self-control learning items are not only affected by one part, but also by the other.

A Study on Development and Application of STEAM Program for Middle and High School Students using Local Institution(KAIST) (지역기관을 활용한 중·고등학교 융합인재교육(STEAM) 프로그램 개발 및 적용)

  • Choi, Jinsu;Kim, Young-Min;Lee, Young-Ju
    • Journal of Engineering Education Research
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    • v.23 no.5
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    • pp.3-15
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    • 2020
  • With the 4th Industrial Revolution, educational change is required to cultivate the ability to adapt in the rapidly changing future. Accordingly, the importance of nurturing convergent talents to create new values using the humanities imagination, science and technology creativity, and engineering problem solving ability has emerged. The purpose of this study is to develop STEAM education program with Daedeok R&D Zone and KAIST resources for middle school and high school level. With this program, we investigated the effectivenss of STEAM education on creative problem solving ability, self-efficacy and the perception of STEAM education with pre-test and poste-test model. For this study, 91 students(46 middle school, 45 high school) participated in STEAM education program. As a result student participated in the STEAM program improved the creative problem-solving ability and students' interest in math and science. Also, students perceived STEAM program provided benefits of science-related career information. The suggestions were discussed based on the results.

Unveiling the synergistic nexus: AI-driven coding integration in mathematics education for enhanced computational thinking and problem-solving

  • Ipek Saralar-Aras;Yasemin Cicek Schoenberg
    • The Mathematical Education
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    • v.63 no.2
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    • pp.233-254
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    • 2024
  • This paper delves into the symbiotic integration of coding and mathematics education, aimed at cultivating computational thinking and enriching mathematical problem-solving proficiencies. We have identified a corpus of scholarly articles (n=38) disseminated within the preceding two decades, subsequently culling a portion thereof, ultimately engendering a contemplative analysis of the extant remnants. In a swiftly evolving society driven by the Fourth Industrial Revolution and the ascendancy of Artificial Intelligence (AI), understanding the synergy between these domains has become paramount. Mathematics education stands at the crossroads of this transformation, witnessing a profound influence of AI. This paper explores the evolving landscape of mathematical cognition propelled by AI, accentuating how AI empowers advanced analytical and problem-solving capabilities, particularly in the realm of big data-driven scenarios. Given this shifting paradigm, it becomes imperative to investigate and assess AI's impact on mathematics education, a pivotal endeavor in forging an education system aligned with the future. The symbiosis of AI and human cognition doesn't merely amplify AI-centric thinking but also fosters personalized cognitive processes by facilitating interaction with AI and encouraging critical contemplation of AI's algorithmic underpinnings. This necessitates a broader conception of educational tools, encompassing AI as a catalyst for mathematical cognition, transcending conventional linguistic and symbolic instruments.

The Effect of Scratch Programming Education for Middle School Students on the Information Science Creative Personality and Technological Problem Solving Tendency (스크래치 프로그래밍 교육이 중학생의 정보과학 창의적 성향과 기술적 문제해결 성향에 미치는 영향)

  • Kim, Ki-Yeol
    • 대한공업교육학회지
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    • v.41 no.2
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    • pp.119-133
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    • 2016
  • This study is aimed at verifying the effect of scratch programming education for middle school students on their information science creative personality and technological problem solving tendency. The results of such study can be used as basic data for raising 'future creative talents' armed with problem-solving capability they honed in software education. The results of this research are as follows. First, a statistically significant difference was confirmed between ex ante and ex post samples in a t-test which was performed to verify information science creative personality of the middle school students (t(37)=4.305, p<.01). Their information science creative personality was high in the average score as it dropped from 3.00 in the ex-ante test to 2.51 in the ex post test. It was confirmed that the education of scratch programming influences information science creative personality for middle school students positively, suggesting that middle school students are interested in new problematic situations they found in information science and discover new problem-solving methods in the programming education, thereby showing positive feedback in the education performance. However, it was revealed that the middle school students were unable to immerse themselves in the scratch programming course completely and change their psychological states. Second, a statistically significant difference was confirmed between ex ante and ex post samples in a t-test which was performed to verify their technological problem solving tendency (t(37)=3.074, p<.01). Their technological problem solving tendency was high in the average score as it dropped from 4.06 in the ex-ante test to 3.55 in the ex post test. It was confirmed that the education of scratch programming influences technological problem solving tendency for middle school students positively: they understood problems associated with technology, explored diverse breakthroughs for the identified problems and assessed and improved resolutions. Third, a moderate correlation was confirmed between their information science creative personality and technological problem solving tendency (r=.343, p<.05). Therefore, it is judged that the middle school students who took scratch programming education demonstrated its influence in the correlation between the imagination for problem solving, positivity in the information science creative personality and the confidence for problem solving in the technological problem solving tendency.

Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.67-76
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    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

Development of Artificial Intelligence Education System for K-12 Based on 4P (4P기반의 K-12 대상 인공지능 교육을 위한 교육체계 개발)

  • Ryu, Hyein;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.141-149
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    • 2021
  • Due to the rapid rise of artificial intelligence technology around the world, SW education conducted in elementary and secondary schools is expanding including AI education. Therefore, this study aims to present an AI education system based on 4P(Play, Problem Solving, Product Making, Project) that can be applied from kindergarten to high school. The AI education system presented in this study is designed to be applied in 4P-based Play, Problem Solving, Product Making, and Project 4 stages so that it can be applied by school age and step by step. The level was presented by dividing it into two areas: AI literacy and AI development. In order to verify the validity of the developed AI education system, the Delphi method was applied to 15 experts who had experience in SW education or AI education. The AI education system derived as a result of the verification will be able to contribute to the development of a content system for AI education at each school level in the future.

Effects of maker education for high-school students on attitude toward software education, creative problem solving, computational thinking (고등학생 대상 메이커 교육이 소프트웨어 교육에 대한 태도, 창의적 문제해결력, 컴퓨팅 사고에 미치는 영향)

  • Hong, Wonjoon;Choi, Jae-Sung;Lee, Hyun
    • Journal of The Korean Association of Information Education
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    • v.24 no.6
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    • pp.585-596
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    • 2020
  • The purpose of this study is to examine effects of maker education for high-school students on attitude toward software education, creative problem solving, and computational thinking. The program was designed to develop an artificial intelligence robot using mBlock and Arduino and implemented at a maker space. We analyzed 19 students among 20 who participated in the program, the result of paired t-test indicated significant increase in all variables. Also, we performed a multiple regression analysis to investigate predictors of perceived achievement and satisfaction. The finding demonstrated an initial attitude toward software education was found to be the significant predictor of perceived achievement and satisfaction. With the results, we confirmed maker education enhances attitude toward software education, creative problem solving, and computational thinking. Lastly, we discussed the implications and limitations and suggested the direction for future research.

The effects of team-based learning on nursing students' learning performance with a focus on high-risk pregnancy in Korea: a quasi-experimental study

  • Lee, Sunhee;Park, Hyun Jung
    • Women's Health Nursing
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    • v.27 no.4
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    • pp.388-404
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    • 2021
  • Purpose: The purpose of this study was to examine the effects of team-based learning (TBL) on nursing students' communication ability, problem-solving ability, self-directed learning, and nursing knowledge related to high-risk pregnancy nursing. Methods: This quasi-experimental study used a nonequivalent control group pretest-posttest design. The participants were 91 nursing students allocated to an experimental group (n=45) and a control group (n=46). The experimental group received TBL lectures three times over the course of 3 weeks (100 minutes weekly) and the control group received instructor-centered lectures three times over the course of 3 weeks (100 minutes weekly). Data were collected by questionnaires from September to November, 2019. Data were analyzed using the chi-square test, paired t-test, and independent t-test. Results: After the intervention, the mean scores of problem-solving ability (t=-2.59, p=.011), self-directed learning (t=4.30, p<.001), and nursing knowledge (t=3.18, p=.002) were significantly higher in the experimental group than in the control group. No significant difference in communication ability was found between the experimental and control group (t=1.38, p=.171) Conclusion: The TBL program was effective for improving nursing students' problem-solving ability, self-directed learning, and nursing knowledge. Thus, TBL can be considered an effective teaching and learning method that can improve the learning outcomes of high-risk pregnancy nursing in women's health nursing classes. The findings suggest that TBL will be helpful for future nursing students to develop the nursing expertise necessary for providing nursing care to high-risk pregnant women.