The purpose of this study were to develop a M-STEAM program for first grades in elementary school and investigate the effects of the program on their learning motivation for the math subject and creative personality. For those purpose, this study set the following research questions. Research Question 1 : How will a M-STEAM program be devised applicable to first grades in elementary school? Research Question 2 : What kind of effect does a M-STEAM program have on the learning motivation and creative personality of students? The findings were as follows: First, lesson contents were reorganized by keeping the Unit 3 in the second semester of first grade in the current math curriculum under the convergence theme of "Build an environment friendly future city" to which the STEAM elements were added. Developed program promoted mathematical thinking ability for problem solving in the process of operating the number of blocks. Through the M-STEAM program, convergence thinking was created from a new perspective by exerting creativity in such process. Second, the STEAM program had effects on the learning motivation and creative personality of first graders in math subject. The t-test results show that the STEAM program developed in this study increased the fun and interest of students, helped with their concentration, and promoted their understanding of mathematical concepts. Therefore the M-STEAM program had positive impacts on the learning motivation and creative personality of first graders in math learning.
The Journal of the Convergence on Culture Technology
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v.9
no.1
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pp.299-311
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2023
This study is to verify the development process and effectiveness of a learning strategy program for junior college students. The necessity and feasibility of learning strategy programs for junior college students were confirmed and reviewed through prior studies, and the program development process was divided into four stages: program planning, program development, program execution, and program evaluation, and integrated into program development management. In the first stage of program planning, the development direction, goals and objectives were set. In the second stage of program development, prior research analysis, content selection, program organization, and evaluation plan were conducted. In the third stage of execution, the program was executed, and in the fourth stage of evaluation, program evaluation was conducted to develop the program. In order to verify the effectiveness of the program, the test was conducted using the learning strategy diagnostic scale for junior college students to collect data, and the effectiveness was verified for the pre-, post-, and post-test scores.
Using long-term panel data of OKCashbag, this study analyzes whether learning effect influencing in effectiveness of coalition loyalty program exists. We found that there is learning effect in the behavior of loyalty program customers, and discovered that learning effect appears more greatly in using (redeeming) behavior than accumulating behavior. The authors also found a long-lasting structural changes in the pattern of point redemption after a major marketing activities associated with the act of using points. The results of this research can contribute to suggest direction to the future researches to examine differences of learning effect according to demographic (gender, age, region, ect.) and transactional (frequency or scale in point accumulation and redemption etc.) characteristics.
This study introduces the process and results of developing an adaptive math learning program for self-directed learning. It presented the process and results of developing an adaptive math learning program that takes into account the level of learners using artificial intelligence. We wanted to get some suggestions on developing programs for artificial intelligence-based mathematics. The program was developed as Math4U, an application based on smart devices in the "character and expression" area for 7th grade. The Application Math4U may be used differently depending on its purpose. It is also expected to be a useful tool for providing self-directed learning to students as the basis for educational research using smart devices in a changing educational environment.
This study is on the use of mathematics program for School Mathematics Education. According to the ‘technology principle’ by NCTM and teaching-learning methods by the 7th curriculum, we developed mathematics learning activities with mathematics program. This activity is to construct designs with graphs by using mathematics program(GrafEq.). In this study, we practiced these learning activities with pre-service mathematics teachers. The mathematics educational effects of these learning activities in this study are analyzed as follows; active & spontaneous search for mathematical knowledge, the experience of problem solving, affirmative view-point of mathematics, understanding of practical use of mathematics, acquisition an interest & motivation of learning mathematics etc. When students learn graphs of function, the concept of inequality in secondary school mathematics class., mathematics teachers can make a good use of constructing designs by mathematics program(GrafEq.). This will help to practice of teaching-learning methods by the 7th curriculum.
International Journal of Advanced Culture Technology
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v.8
no.2
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pp.176-183
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2020
This study inquired about the convergence learning program for childhood based on Erikson's play theory and design education for children's behavior development. I analyzed the convergence learning programs of Summer Camps in the Pacific Science Center, Galileo Learning. The contents of the programs show the most used imaginary and symbolic contents that represent the real-world problems which are related design thinking process. The curriculums and structure of the programs are based on the design thinking method and K-12 theory. The visual thinking method and the applications are used for expressing their creativity and approaching the technical skills easily. The play concept theory is an affirmative way to strengthen the children's psychological and social development. Therefore, the convergence learning program should integrate the design thinking process and apply the play concept theory for supporting and developing the children's behavior.
Journal of The Korean Society of Integrative Medicine
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v.9
no.1
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pp.13-22
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2021
Purpose : The purpose of this study was to investigate the effects of a virtual reality-based occupational therapy program on the physical function and learning ability of intellectually disabled school-aged children. Methods : In this study, 20 intellectually disabled children of school age were randomly and evenly divided into experimental and control groups with children in the experimental group receiving a virtual reality-based occupational therapy intervention. The study adopted a pretest-posttest design. The intervention was conducted for a total of 12 sessions for six weeks, twice a week, and 50 minutes per session. As measurement tools, BOT-2 and grooved pegboard tests were used to compare physical function before and after the intervention program, and K-ABC was used to check changes in learning ability. Results : The occupational therapy program produced a significant improvement in both physical function and learning ability of the experimental group. A significant difference was observed between the experimental and control groups. Conclusion : This study confirmed the value and usefulness of virtual reality-based occupational therapy as a tool for enhancing the physical function and learning ability of intellectually disabled school-aged children. Based on the results, a variety of future studies are encouraged that would further test the effects of the occupational therapy program used here.
Objective: The purpose of the this study was to test the effect of the alcohol preventive educational program for elementary school students through developing the web-based learning instruments. It will prevent the serious alcohol problem for adolescents and be the opening-learning according to learner's needs beyond the traditional classroom learning which has limitation of space and time. Method: This research designed based on web-based instructional system design by In-sung Jong(1997). This study was performed on the elementary school students who are the six grade in M city. The number of experimental group was 72 and control group's number was 72, totaled 144. Data were collected from September, 30th, 2004 to November, 5th, 2004, totaled 37days. The pretest and the posttest for web-based alcohol preventive education program were tested about knowledge and attitudes toward drinking. After the performance, the posttest was also tested the effect of this program under items by the interest of web-based learning, satisfaction, adequateness of material and so on. The data analysis was done using SPSS/Win 11.0 program. Result: The results of this study are as follows: 1) Compared with control group, experimental group which was educated the web-based alcohol preventive educational program for elementary school students was improved the knowledge on drinking, thin there was no significant difference. However, it showed significant difference between two groups after education. It was, therefore, partially supported. 2) Compared with control group, the experimental group which was educated the web-based alcohol preventive educational program for elementary school students showed significant difference in attitudes toward drinking. After education, it showed no significant difference attitudes. toward drinking between experimental group and control group. It was, therefore, partially supported. 3) The degree of learning motivation was an average.595 of 1 after learning applied to by the web-based alcohol preventive educational program for elementary school students. Then, it is relatively more higher than the result of existing studies. So, it showed that the motivation was done well. 4) Correlation among study variables It showed that there was the significantly positive correlation between knowledge and attitudes toward drinking of pretest experimental group. Also, there was the significantly positive correlation between attitudes toward drinking and learning motivation of pretest and posttest experimental group. Conclusion: I found that the web-based educational program helps the elarning process for the health education in the school field which the instructional materials lack. As a result, the web-based education motivates the learner's pleasure and promotes the learners interest. Also, it is possible for students to learn according to their own learning pace, repeated learning and active learning participation in the necessary parts. Therefore, I think the web-based educational program is worth as a intervention to get positive influence for the health education.
This study explores how to implement a learning experience-based professionalism program for a medical students and evaluates its program through effectiveness and usability test. This study aims to provide practical implications for experience-based learning in an undergraduate level. Seventy four first-year medical students enrolled in PDS1(Patient-Doctor-Society 1): professionalism, one-week block (30 hours), one-credit program based on a experience-based learning model. All of the students were given six learning themes and learning resources and supporting tools, and conducted stepwise learning activities; preparation, organization, sharing, reflection and evaluation of experiences. The effectiveness of learning was evaluated by comparing the pre and post results of student's self-assessment on 24 questionnaire items about professionalism. After the course, the students and instructors conducted a usability evaluation of the program through questionnaires or group interviews. Learners' self-assessment results of professionalism such as leadership, self-directed learning, professional attitude, and social accountability all showed significant differences between the pre- and post-test. Satisfaction of the program was distributed to 3.58~3.78 according to items. Instructors and learner interviews confirmed practical usability throughout the course design, implementation and students evaluation. The results of the study showed the feasibility of implementing learning experience-based professionalism program in medical school. This study provides practical implications to develope and evaluate the learning experience-based professionalism program in medical education.
The Journal of Korean Academic Society of Nursing Education
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v.14
no.1
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pp.30-37
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2008
Purpose: This study proposed to examine the effects of a blended-learning orientation program executed for nursing students' clinical practice. Method: The participants were 61 nursing students in the experimental group and 57 in the control group. For the experimental group, a blended-learning orientation program was executed by e-learning (on-line) and lecture-led training (off-line) from two-week before the start of clinical practice in medical-surgical nursing. For the control group, orientation was given in the traditional lecture-led training by distributing printed materials before clinical practice. A pre-test was conducted on the experimental and control group before clinical practice, and a post-test was conducted after two-week of clinical practice in order to examine the effects of the orientation program. Results: After two-week of clinical practice, differences were observed between the experimental group and the control group in adaptation to clinical practice (F=10.242, p=.002), communication skills (F=4.305, p=.040) and clinical competence (F=6.823, p=.010). Conclusions: The blended-learning orientation program enhanced nursing students' adaptation to clinical practice, improved their communication skill and increased their clinical competence. Accordingly, it is recommended to develop and apply practical education using blended-learning in the area of nursing science.
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