• Title/Summary/Keyword: Problem-based Education

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The Effects of Practical Problem Based Home Economics Instruction Using Multiple Intelligences for the Prevention of School Violence by High School Students (다중지능을 활용한 실천적 문제 중심 가정과 수업이 고등학생들의 학교폭력 예방에 미치는 효과)

  • Choi, Seong-Youn;Chae, Jung-Hyun
    • Human Ecology Research
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    • v.56 no.3
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    • pp.283-300
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    • 2018
  • This study examined the effects of a practical problem based home economics instruction using multiple intelligences teaching and learning methods for the prevention school violence by high school students'. The contents of this study are as follow. 1) Develop the practical problem-based instruction using multiple intelligence and teaching and learning strategies for each protective factor both in teaching method aspects and learning content aspects during the 29-period of lesson plans. 2) Examine the effects of the instruction in the changes of pre- and post- impulsivity and aggression, self-esteem, empathy and attitudes to school violence after implementing home economics lesson plans. 3) Evaluate the instruction. The subjects of this study were 288 first grade students (124 male and 164 female students). The study utilizes a quasi-experimental pre-post design. The effect of the instruction by the paired t-test results showed that the aggression and impulsivity by the learners had been lowered; however, empathy and self-esteem increased; in addition, learners' attitudes toward school violence had changed positively. In conclusion, self-esteem in school as sub-variables of self-esteem increased; however, there was no statistically significant difference.

The Design And Implementation of the Web-Based Performance Assessment System for the Effective Instruction and Learning (효율적 교수학습을 위한 웹 기반 수행평가 시스템 설계 및 구현)

  • Kwon, Hyung-Kyu;Lee, Eun-Jung
    • Journal of The Korean Association of Information Education
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    • v.8 no.1
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    • pp.125-137
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    • 2004
  • This research presents a performance assessment system of which the purpose is to increase the effectiveness of the instruction and learning through the on-the-job superintendent of the instructor, the self-directed learning of the learner, and the interaction between instructors and students. The presented performance assessment system applies the problem-based situated learning of the web-based performance assessment to the production, the execution, the assessment, and the transmission of the test. For the effective administration and learning in the school, we applies the Problem-Based Learning of constructivism and the web-based situated learning of the learning community to the system design. The production of the web-based performance assessment shows that the problem-based and self-directed learning of the assessment are achieved through the web-based automatic production of the performance assessment, and the contextual learning by case-based learning is performed by the production of the template of the performance assessment.

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The Effects of Programming Learning on the Improvement of Problem Solving Ability Using MCU (MCU를 활용한 프로그래밍 학습이 문제해결력 향상에 미치는 효과)

  • Jin, Sung-Su;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.319-328
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    • 2010
  • Computer programming education gives students a chance to use computers independently and actively. This plays a very positive role in acquiring higher cognitive skills such as mathematical skills and creative logical thinking. Thus the purpose of this study is to measure the degrees of students' problem-solving abilities using MCU programming kits based on the ICT Education Guide. The experiment confirms that programming classes using MCU kits have a more positive effect on the students problem-solving abilities than do those using the existing computer textbooks. The sub-constituents of problem-solving abilities - problem recognition, information gathering, analysis, diffuse thinking, decision-making, planning, execution, evaluation and feedback - also show significant statistical differences. Therefore, we can conclude that programming classes using MCU kits are very effective in advancing problem-solving abilities.

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The impact of puzzle based algorithm learning on problem solving skill of learners (퍼즐 기반 알고리즘 학습이 학습자의 문제 해결력에 미치는 영향)

  • Choi, JeongWon;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.4
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    • pp.1-9
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    • 2015
  • Problem solving is essential skill for all students in the $21^{st}$ century. In particular, as the computing system ensures the effectiveness of problem solving in the various disciplines and real life, interest in learning algorithms to design a problem solving process is increasing. In order to improve problem solving skill, students should not only understand algorithm design skills but also apply appropriate skills to solve faced problem. In terms of these the puzzle can be considered a preferred learning tools to improve problem solving skill. Therefore, in this study we designed puzzled based algorithm learning and analyzed the impact of puzzle based algorithm learning on problem solving skills of leaners. As the results of research, we confirmed that the puzzled based algorithm learning took positive effect on enhancing problem solving skills of the learners.

Percolation Theory-Based Exposure-Path Prevention for 3D-Wireless Sensor Networks Coverage

  • Liu, Xiaoshuang;Kang, Guixia;Zhang, Ningbo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.1
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    • pp.126-148
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    • 2015
  • Different from the existing works on coverage problems in wireless sensor networks (WSNs), this paper considers the exposure-path prevention problem by using the percolation theory in three dimensional (3D) WSNs, which can be implemented in intruder detecting applications. In this paper, to avoid the loose bounds of critical density, a bond percolation-based scheme is proposed to put the exposure-path problem into a 3D uniform lattice. Within this scheme, the tighter bonds of critical density for omnidirectional and directional sensor networks under random sensor deployment-a 3D Poisson process are derived. Extensive simulation results show that our scheme generates tighter bounds of critical density with no exposure path in 3D WSNs.

A Case Study on Instruction for Mathematically Gifted Children through The Application of Open-ended Problem Solving Tasks (개방형 과제를 활용한 수학 영재아 수업 사례 분석)

  • Park Hwa-Young;Kim Soo-Hwan
    • Communications of Mathematical Education
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    • v.20 no.1 s.25
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    • pp.117-145
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    • 2006
  • Mathematically gifted children have creative curiosity about novel tasks deriving from their natural mathematical talents, aptitudes, intellectual abilities and creativities. More effect in nurturing the creative thinking found in brilliant children, letting them approach problem solving in various ways and make strategic attempts is needed. Given this perspective, it is desirable to select open-ended and atypical problems as a task for educational program for gifted children. In this paper, various types of open-ended problems were framed and based on these, teaming activities were adapted into gifted children's class. Then in the problem solving process, the characteristic of bright children's mathematical thinking ability and examples of problem solving strategies were analyzed so that suggestions about classes for bright children utilizing open-ended tasks at elementary schools could be achieved. For this, an open-ended task made of 24 inquiries was structured, the teaching procedure was made of three steps properly transforming Renzulli's Enrichment Triad Model, and 24 periods of classes were progressed according to the teaching plan. One period of class for each subcategories of mathematical thinking ability; ability of intuitional insight, systematizing information, space formation/visualization, mathematical abstraction, mathematical reasoning, and reflective thinking were chosen and analyzed regarding teaching, teaming process and products. Problem solving examples that could be anticipated through teaching and teaming process and products analysis, and creative problem solving examples were suggested, and suggestions about teaching bright children using open-ended tasks were deduced based on the analysis of the characteristic of tasks, role of the teacher, impartiality and probability of approaching through reflecting the classes. Through the case study of a mathematics class for bright children making use of open-ended tasks proved to satisfy the curiosity of the students, and was proved to be effective for providing and forming a habit of various mathematical thinking experiences by establishing atypical mathematical problem solving strategies. This study is meaningful in that it provided mathematically gifted children's problem solving procedures about open-ended problems and it made an attempt at concrete and practical case study about classes fur gifted children while most of studies on education for gifted children in this country focus on the studies on basic theories or quantitative studies.

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A Suggestion for a Creative Teaching-learning Program for Gifted Science Students Using Abductive Inference Strategies (귀추 추리 전략을 통한 과학영재를 위한 창의적 교수-학습 프로그램의 제안)

  • Oh, Jun-Young;Kim, Sang-Su;Kang, Yong-Hee
    • Journal of The Korean Association For Science Education
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    • v.28 no.8
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    • pp.786-795
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    • 2008
  • The purpose of this research is to propose a program for teaching and learning effective problem-solving for gifted students based on abductive inference. The role of abductive inference is important for scientific discoveries and creative inferences in problem-solving processes. The characteristics of creativity and abductive inference were investigated, and the following were discussed: (a) a suggestion for a new program based on abductive inference for creative outcomes, this program largely consists of two phases: generative hypotheses and confirmative hypotheses, (b) a survey of the validity of a program. It is typical that hypotheses are confirmed in phases through experiments based on hypothetic deductive methodology. However, because generative hypotheses of this hypothetic deductive methodology are not manifest, we maintained that abductive inference strategies must be used in a Creative Teaching-learning Program for gifted science students.

A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

The Improvement Effectiveness of Computational Thinking through Scratch Education

  • Shin, Soo-Bum
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.191-197
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    • 2015
  • Recently, it has been activated the software education or coding education for the improvement of the Computational Thinking (CT) ability at home and abroad. Also the CT has influence on courses of Computer Science in the college levels. It has been introduced and the number of cases of using it to general K12 education has increased. However, the research on the software education's influence on the CT was still lacking. So In this paper, we proposed this study has been conducted on how Scratch education in the elementary school level influenced the ability of the CT. And we proposed software education can improve the ability of CT. First, we provided the theoretical base of the software education and evaluation process through analysis of computational thinking ability. A core analysis content of the CT is broader than algorithmic thinking and can be achieved without using computer. It includes abstract, algorithmic, logical, and measurable thinking. Second, we made efforts to improve the characteristics of the software education with categorization. Finally, we have managed the software education using Picoboard with Scratch and flowchart within 15 weeks based on these theocratical research. An examination of the effectiveness was committed to understand, analyze, and develop strategies of problem solving. It is designed as a strategy of problem solving before and after the software lesson. The result of the software education has improved authentically in all areas without the need to design a strategy for problem solving.

Exploring the effects of unplugged play for children aged 3, 4 and 5 - Based on Bee-bot -

  • Kwon, Un-jou;Nam, Ki-won;Lee, Ji-hyun
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.239-245
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    • 2020
  • With the recent revised curriculum, the importance of exploring children's play through new teaching media is increasing in kindergarten. In this study, it is to use the robot 'Bee-bot' for early children to uncover the changes that children have through free exploration and play. As a result of comparing the change of scientific problem-solving ability of 3, 4, and 5-year-olds, there were significant changes in all three sub-elements. We propose to us scientific problem-solving ability test tools, propose and apply ideas for problem-solving, conclusion on problem-solving Building. Through this, it was found that unplugged play using 'Bee-bot' is meaningful as a play environment and as a teaching medium for children aged 3, 4 and 5 years old.