• Title/Summary/Keyword: SW-STEAM program

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The Development and Application of the SW-STEAM Program by Utilizing Ozobot Coding for Elementary Science Class (초등과학 수업에서 오조봇 코딩을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.38 no.2
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    • pp.234-243
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    • 2019
  • The purpose of this study is to investigate the effects of the SW-STEAM program by utilizing ozobot coding for elementary science class. The developed SW-STEAM program was applied to $5^{th}$ grade students of S elementary school located in B city. The participants were divided into an experimental group which is consisted of 22 students and a comparative group comprised 22 students. And they were engaged in different teaching and learning methods during 11 class hours. The experimental group participated in the SW-STEAM program, the comparative group was taught by using a traditional instruction. The main results of this study are like followings. The SW-STEAM program had a positive effect on elementary school students' basic science process skill, science learning motive, science achievement. Therefore, the SW-STEAM program by utilizing ozobot coding could be meaningful works to encourage students' basic science process skill, science learning motive and science achievement, and more studies on developing SW-STEAM program are needed.

The Flipped Learning-based SW-STEAM Education Program for Learning Motivation (학습동기 향상을 위한 플립러닝 기반 SW 융합 교육)

  • Song, Haenam;Ryu, Miyoung;Han, SeonKwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.3
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    • pp.325-333
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    • 2018
  • This study analyzes students' motivation for learning when applying SW-STEAM education using Flipped Learning. As a main content of the study, we developed a program that combines SW education with existing subjects and utilized flipped learning as a method. Elementary school students were given an education program. The data were collected through pre and post-test of learning motivation. As a result of analysis, the SW-STEAM program based on flipped learning has improved attention, relevance and confidence. We expect that the results of the SW-STEAM education program developed in this study and the learning motivation analysis will help in the direction of the SW-STEAM education and be useful as a basic resources for settling in class.

The Development and Application of the SW-STEAM Program by Utilizing Software Supporting the Creation of VR for Elementary Science Class (초등 과학 수업에 VR 구현 프로그램을 활용한 SW 융합교육프로그램의 개발과 적용)

  • Kim, Hye-Ran;Choi, Sun-Young
    • Journal of Korean Elementary Science Education
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    • v.39 no.2
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    • pp.296-305
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    • 2020
  • The purpose of this study was to analyse the effects of the SW-STEAM program by utilizing software supporting the creation of VR for elementary science class. Two classes of 5th grade were selected, and were engaged in different teaching and learning methods during 12 class hours. The experimental group which is consisted of 20 students participated in the SW-STEAM program by utilizing software supporting the creation of VR, the comparative group which comprised 19 students was thaught by using a traditional instruction. Teaching unit was 'the solar system and stars' in 5th grade science text book. The results of this study were as follows. The SW-STEAM program by utilizing software the creation of VR had a positive effect on elementary school students' creative problem solving ability, scientific interest, science achievement. Therefore, the SW-STEAM program by utilizing software supporting the creation of VR could be meaningful works to encourage students' creative problem solving ability, scientific interest, science achievement, and this study will help elementary teachers teach 'the solar system and stars' in 5th grade science text book more interesting.

Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.105-114
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    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.

Development of SW-STEAM Education Program Using Monte Carlo Simulation: Focusing on Mendelian Inheritance (몬테카를로 시뮬레이션을 활용한 SW융합교육 프로그램 개발: 멘델의 유전 원리를 중심으로)

  • Kim, Bongchul;Yoo, Hyejin;Oh, Seungtak;Namgoong, Dongkook;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.97-104
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    • 2022
  • As the era of digital transformation begins in earnest, the importance of convergent thinking based on software, artificial intelligence, and big data is increasing. In line with these social needs, this study developed a 5th hour SW-STEAM education program using Monte Carlo simulation techniques for Mendelian inheritance in the field of life science. By programming and implementing Mendelian inheritance using Monte carlo simulation, the program was organized so that not only convergent thinking skills but also related knowledge could be understood in depth. In order to verify the validity of the developed education program, 11 experts in related fields were requested to test the content validity, and the validity was verified by meeting the CVR reference value of 0.59 suggested by Lawshe.

Development of Computational Thinking-based Educational Program for SW Education (초등 SW교육을 위한 CT교육 프로그램 개발)

  • Ryu, Miyoung;Han, Seonkwan
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.11-20
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    • 2015
  • The researches on the concept of justice and utilization for Computational Thinking with SW education are being actively discussed. However, a program has developed in conjunction with the actual elementary curriculum is not much. In this study, we have developed an educational program in applied mathematics based on CT. First, a separated view for a CT Application of mathematical concepts and objectives are set in three different application models. In order to achieve the CT-based math lessons, we also have developed a teaching and learning materials. We applied the developed materials in class, and to evaluate the satisfaction of learners. In addition to the validation of school application, we conducted a survey of professionals and teachers. The results of the analysis, the data showed that are helpful in the development of the student' CT ability as well as the ability to be helpful teaching and learning in school.

The Effect of STEAM Program using Arduino on Preservice Science Teachers' STEAM Core Competencies (아두이노를 활용한 STEAM 프로그램이 예비 과학교사의 융합인재 핵심역량에 미치는 영향)

  • Kim, Sun Young;Hyun, Yun Se
    • Journal of Science Education
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    • v.44 no.2
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    • pp.183-196
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    • 2020
  • This study explores the effects of STEAM program using Arduino on preservice science teachers toward their STEAM core competencies. The STEAM program using Arduino consists of four stages: presentation of situation, creative design, emotional touch, and evaluation. The preservice science teachers learned the theoretical backgrounds of STEAM and Arduino. Then, they were given the chance to think about an environmental issue, which is fine dust. The preservice teachers designed an air cleaner and a fine dust measuring instrument using Arduino. The preservice science teachers also produced the air cleaner and the measuring instrument using Arduino. They measured the level of fine dust in the classroom before and after the use of the air cleaner. That is, the preservice teachers experienced each stage of STEAM: seriousness of fine dust, design and production of the measuring instrument of fine dust and air cleaner, and evaluation of the effectiveness of air cleaner. Further, they reflected on their experiences of STEAM program using Arduino. The results indicate that these preservice science teachers statistically improved communication competency, problem-solving competency, gathering information competency, logical analytical thinking competency, and creativity competency. However, there were no statistical improvements on teamwork competency and self-development competency. This study suggests that experiencing STEAM program using Arduino is valuable for the preservice science teachers to develop STEAM core competencies and further implement STEAM program their science classes in the future.

Development of Python Education Program for Block Coding Learners (블록코딩 선행학습자를 위한 Python 교육 프로그램 개발)

  • Kim, Taeryeong;Han, Sungwan
    • Journal of The Korean Association of Information Education
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    • v.22 no.1
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    • pp.53-60
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    • 2018
  • In this study we have developed a Python education program that can be applied to students who have studied block-based coding. We have developed a Python education program based on the extracted the learners' level of block-based coding by analyzing the programs and the textbooks. We extracted the grammar of the block-based coding and constructed the curriculum. Then, the Python education program was composed by 16 hours. After reviewing the appropriateness of the education program through expert validation, it was concluded that the developed Python education program is suitable for applying to learners of block-based coding. We expect that proposed program will be effectively applied as basic resources to learn script coding in class.