• Title/Summary/Keyword: Hands-on Education

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Yet Another Paradigm Shift?: From Minds-on to Hearts-on

  • Song, Jin-Woong;Cho, Sook-Kyoung
    • Journal of The Korean Association For Science Education
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    • v.24 no.1
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    • pp.129-145
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    • 2004
  • Since science was first taught in schools, maybe during the 18th century, school science education has experienced many substantial changes in its goals and nature over the period. The historical changes are usually referred to by some key terms, like, mechanics' institutes, object lessons, heuristics, general science, inquiry, STS, misconceptions. To characterize these changes, science educators frequently use some slogan-like analogies, referring to parts of the human body to indicate the movement of science education during a particular period of time: for example, 'Hands-On' for inquiry movement during 1960s-70s, 'Minds-On' for constructivist movement during 1980s-90s. In this paper, we briefly summarize the overall historical development of science education in Britain, then further expand the analogies to cover the overall process, that is, Ears-On ${\to}$ Eyes-On ${\to}$ Hands-On ${\to}$ Minds-On. To illustrate future directions of the 21st century, we propose a new analogy, 'Hearts-On', and also discuss the meanings and implications of a 'Hearts-On' analogy by illustrating how this new paradigm can be applied to reflect various current trends of science education, particularly in Korea. In addition, a parallel historical change between school science and science museums & centres is discussed.

The Effect of Programming Education Using Hands-on Robot on Learning Motivation and Academic Achievement of Prospective Elementary Teachers (교구로봇을 활용한 프로그래밍 교육이 예비 초등교사의 학습동기 및 학업성취도에 미치는 영향)

  • Yang, Gwonwoo
    • Journal of The Korean Association of Information Education
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    • v.18 no.4
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    • pp.575-584
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    • 2014
  • Lately, as the importance of software and the software education has been emphasized, the studies on ways of teaching programming to elementary students have been actively progressed. However, most of undergraduates as prospective elementary teachers who will be in charge of teaching programming at the elementary schools have a lack of interest in programming education as well as of the understanding of basic programming principles. Therefore, this study investigated how programming education using hands-on robot and scratch affected learning motivation and academic achievement of preliminary teachers. The comparison of results of two programming educations shows that the programming education using hands-on robot revealed statistically significant difference in learning motivation and academic achievement.

The changes of Students through Technological problem solving Hands-on Activity in Technology Education of Middle School (중학교 기술교육에서 기술적 문제해결 체험활동을 통해 나타나는 학생들의 변화)

  • Kim, Ji-Sook;Yi, Sang-Bong
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.175-195
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    • 2015
  • This study is aimed at exploring the educational meaning of cooperative hands-on activity in the technology subject from the perspective of a student who is an education consumer. For this purpose, this study selected 12 first year student of a middle school located at G City of Gyeonggi-do Province as research participants through purposeful sampling, and conducted an in-depth interview and group discussion based on stimulated recall questionary techniques. This study utilized area analysis, classification analysis and component analysis as a data analysis method, and secured the verity of the research through the examination between research participants and triangulation. As a result of this research work, it was found that the cooperative hands-on class in the technology subject had the meaning of 'Space between a burden and excitement about the technical making', 'Clue and ignition point of technological problem solving', and 'Self-discovery through Technical capability'. To be more concrete, 'Space between a burden and excitement about the technical making' means that students, whose usual school record is excellent, felt great psychological burdens of performance assessment, but their pre-experience and interest in 'Making' induced them to feel exhilaration of hands-on activity. 'Clue and ignition point of technological problem solving' means that students get to make much of the understanding & formation of the relationship with teammates in the process of resolving an unfamiliar hands-on activity task and to have the continuous problem-solving ability. 'Self-discovery through Technical capability' means that students get to realize the importance of learning experience of one's own making through hands-on activity learning, which could be the opportunity to meet the operant demands of the inner side. This study hopes that such results could be utilized as the basic data needed for designing the hands-on activity education in the technology subject more meaningfully and systematically for the time to come.

Analysis of the Difficulties in the Development of Programs and Class Management in the Hands-on Science Class and Demands for Training of Instructors (생활과학교실 강사의 프로그램 개발과 수업 운영에서 겪는 어려움 및 연수에 대한 요구 분석)

  • Sung-Man, Lim;Han-Sol, Kim;Ha-Na, Choi;Na-Eun, Lee;Seong-Un, Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.3
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    • pp.322-334
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    • 2022
  • This study attempted to understand the difficulties experienced in program development and class operation of instructors in the hands-on science class and the needs for training based on them. For this study, an online survey was conducted on 193 instructors in the hands-on science class in 2022, and interviews were conducted on 13 instructors. As a result, the difficulties of developing programs for hands-on science class instructors were due to lack of class content, lack of program development budget, lack of equipment necessary for class operation, and difficulty in applying various educational methods such as discussion and practice. The preferred training contents were in the order of the latest science and technology, reconstruction methods of existing programs, and regional specialization technology. In addition, it was found that the difficulties experienced by instructors in class management stemmed from the method of operating hands-on science classes using experience kits. Accordingly, instructor education should be provided in the direction of helping instructors to provide the best education in the situation of the hands-on science classroom.

Analysis on the Status of the Pilot Project to Spread Hands-on Robots in Elementary After-School (초등 방과후학교 교구로봇 시범사업 현황 분석)

  • Kim, Deok-Gwan;Ryuh, Young-Sun;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.14 no.1
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    • pp.79-87
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    • 2010
  • To support the expansion of diversity for schooling and make a plan for systematic robot education Ministry of Knowledge Economy did Pilot Project of Hands-on Robot at 68 Elementary Schools after building up the supporting system for teachers to practically use robots such as training course with Hands-on Robot. According to this, this paper will be shown about the analysis results of preliminary data about next expansion project of Hands-on Robot through analyzing the current status of Pilot Project of Hands-on Robot at Elementary After-School. For this, status of offered lesson and usage of teaching aids and materials, the number of regular/part-time teachers, students' satisfaction and so on at schools which are listed for the Pilot Project. The results show that at most of elementary schools students' creativity and interests about robots was increased and they tried to take the classes actively with high concentration. In spite of these positives, improvement needs for textbooks were also ascertained, therefore proper textbooks for student and teaching aids to bring on variable activities of students shall be based on additionally for the success.

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Methods and strategies for cultural heritage education using local archaeological heritage (지역 고고유산 체험 교육의 활성화 방안과 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.54 no.3
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    • pp.106-125
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    • 2021
  • This paper presents several reasons for the necessity of archaeological hands-on training and strategies for its implementation. First, it is necessary to produce a specialized manual for local cultural heritage education that can enhance the specialization and educational effectiveness of archaeological experience education. In addition, in order to secure professionalism in hands-on education and conduct it systematically, the ability of instructors to conduct education is important, so instructor competence reinforcement education needs to be conducted regularly. In addition, hands-on education needs a strategy of planning and content development of archaeological education programs, with consideration given to the subjects of learning, and the establishment of a cooperative network. It is time to cooperate with various experts to establish an education system necessary for cultural heritage education in the region and develop customized content for local archaeological heritage supplementary textbooks. Finally, due to Covid-19, we agonized over effective education plans for online archaeological heritage education, which requires active interaction class design and a strategy to promote interaction between professors and learners. In addition, such archaeological heritage education should be compatible with the goal of providing customized lifelong education.

A Case Study of "Engineering Design" Education with Emphasize on Hands-on Experience (기계공학과에서 제시하는 Hands-on Experience 중심의 "엔지니어링 디자인" 교과목의 강의사례)

  • Kim, Hong-Chan;Kim, Ji-Hoon;Kim, Kwan-Ju;Kim, Jung-Soo
    • Journal of Engineering Education Research
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    • v.10 no.2
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    • pp.44-61
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    • 2007
  • The present investigation is concerned chiefly with new curriculum development at the Department of Mechanical System & Design Engineering at Hongik University with the aim of enhancing creativity, team working and communication capability which modern engineering education is emphasizing on. 'Mechanical System & Design Engineering' department equipped with new curriculum emphasizing engineering design is new name for mechanical engineering department in Hongik University. To meet radically changing environment and demands of industries toward engineering education, the department has shifted its focus from analog-based and machine-centered hard approach to digital-based and human-centered soft approach. Three new programs of Introduction to Mechanical System & Design Engineering, Creative Engineering Design and Product Design emphasize hands-on experiences through project-based team working. Sketch model and prototype making process is strongly emphasized and cardboard, poly styrene foam and foam core plate are provided as working material instead of traditional hard engineering material such as metals material because these three programs focus more on creative idea generation and dynamic communication among team members rather than the end results. With generative, visual and concrete experiences that can compensate existing engineering classes with traditional focus on analytic, mathematical and reasoning, hands-on experiences can play a significant role for engineering students to develop creative thinking and engineering sense needed to face ill-defined real-world design problems they are expected to encounter upon graduation.

A Case Study on Software Practical Education that is Efficient for Repetitive Face-to-face and Non-face-to-face Education Environments (대면과 비대면 교육 환경이 반복되는 상황에서 효율적인 소프트웨어 실습 교육 사례)

  • Jeon, Hyeyoung
    • Journal of Engineering Education Research
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    • v.25 no.6
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    • pp.93-102
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    • 2022
  • Due to COVID-19, all activities in society are emphasized non-face-to-face, and the educational environment is changing without exception. Looking at the results of the survey after conducting non-face-to-face education, there was a lot of rejection of non-face-to-face practical education. The biggest reason was that instructors were not familiar with the non-face-to-face education method, and feedback was not smooth during or after education. In particular, software practice education was not easy to share the software development environment, but communication and feedback on class contents and tasks were important. In particular, if face-to-face and non-face-to-face are alternately variable, it is not easy for practical education to be consistently connected. Even if non-face-to-face hands-on education is changed to face-to-face hands-on education, we will present a plan to use a data sharing system such as question-and-answer, assignment, practice content, and board content so that it can proceed smoothly. This study presents an efficient software education process that can provide learners with a software integrated practice environment based on a shared server, question-and-answer between instructors and learners, and share feedback on tasks. For the verification of the presented process, the effectiveness was confirmed through the survey results by applying the face-to-face/non-face-to-face education process to 220 trainees for 30 months in software education classes such as A university hands-on education, B company new employees, and ICT education courses.

Activation Measures for Rural Education Farms in Korea - focusing on IPA - (한국 농촌교육농장 활성화 방안 - IPA 기법을 활용하여 -)

  • Son, Jindong;Kim, Seonhee
    • Journal of Korean Society of Rural Planning
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    • v.21 no.3
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    • pp.113-120
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    • 2015
  • The Purpose of this study is to analyze the importance and satisfaction on the items related to rural education farm management. The survey was carried out on the operators of rural education farm from October 6th, 2014 to April 30th, 2015, and 144 questionnaires were used for the final analysis. According to the analysis result, In the first quadrant, the environment of the farms(safety of the education farms, accessibility to the farms) and the existing customer management(dealing actively with the customer complaints, consulting with schools regarding the hands-on education and the feedbacks) were included. In the second quadrant, fourteen items were included. To mention these items in detail, the environment of the farms(lounge area for the guiding teachers), customer management(diversification of the publicity for the education farms, efforts to secure loyal customers, efforts to create new customers), campaigns of publicity and contents of publicity management(diversification of the publicity channels for education farms, off-line contents management, on-line contents management), ensuring professionalism(worksheet development and utilization, periodical supplemental education for operators), hands-on education programs(new program development, customized program development, distinguished program development), costs(efforts for cost reduction, fees for hands-on education) were included. In the third quadrant, the environment of the farms(size of the education farms), publicity activities and publicity contents management(enthusiastic publicity activities), strengthening professionalism(participation in the training programs related to rural education farm management) and in the fourth quadrant, the environment of the farms(environmentally-friendly and aesthetic natural landscape, convenient facilities such as powder rooms and washstands, parking lots) were included.

Exploring the Evaluation Framework of Maker Education (메이커교육(Maker Education) 평가틀(Evaluation Framework) 탐색)

  • Kang, Inae;Yoon, Hyea Jin
    • The Journal of the Korea Contents Association
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    • v.17 no.11
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    • pp.541-553
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    • 2017
  • Maker education rooted on Maker Movement refers to constructivist learning approach in which students as makers participate in producing visible outcomes through self-directed inquiry and creative hands-on activities in a real life context to solve their personal or social problems. The Maker education, therefore, stresses cultivation of 'maker mindset' in the process-oriented learning environments, pursuing evaluation aspects different from those in the existing educational system. In this context, this study aimed to explore an evaluation framework for the Maker education which reflects the Maker mindset: First, a literature review was conducted to search for the evaluation framework of the maker education which consists of the category of 5 ONs (Minds-on, Hands-on, Hearts-on, Social-on, Acts-on) representing intellectual, physical, emotional, interpersonal and practical aspects, respectively; Second, a Delphi survey for content validity was carried out to confirm the adequacy of the 5 ONs category along with sub-elements for each category. Finally, this study presented the evaluation framework for the Maker education, which is expected to be used as feedback rather than a measuring tool for the process and environments of the Maker education.