• Title/Summary/Keyword: Science Process Skill

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A Content Analysis of the test of the National Examination for Registration Nurses in Korea over 3 years (간호사 국가고시문제의 내용분석)

  • 서문자;윤순녕;유지수;송지호;최경숙
    • Journal of Korean Academy of Nursing
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    • v.26 no.1
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    • pp.73-93
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    • 1996
  • This study aimed to analyse the test contents of the national examination for the registered nurses (NERN) over 3 years from 1991 to 1993 in Korea. In recent years in Korea, the MCQ(multiple choice question) has been showing to be a highly recognized method for assessing the qualification of registered nurses. Unfortunately, nursing faculties have found NERN had some bad MCQs through having evaluation workshop for Some MCQs often provide so many unwriting clues which become a bias of the results, and some items fell into the category of the lower level of educational taxonomy such as isolated recall a fact or data. Frequently the stems of the questions are ambigous, unclear, disputable, esoterical or trivial. Considering those fallacies of the national examination, it is very critical to review the test items to see whether it is of high quality, is more fair, reliable and objective in depth. Therefore, this study was done to provide data for the improvement of the test contents as well as the teachers's assessment skill. For this study, the ad hoc committee was composed of 16 members, including 5 education board members of Korean Academic Nurses Association and 11 nursing faculty members. This committee had one day panel discussion and filled the checklist for this study. The process of analysing data was held over 10 times during 1992-1994. The analysis focussed on educational taxonomy such as cognitive domain(knowledge), psychmotor domain (skill), affective domain(attitude) and the level of learning such as recall, understanding, problems solving, and learning area of theory and practice, and the learning content categorised by nursing process and disease process. The test analysed using difficulty index and the structure of the test items was analysed. The conclusions and suggestion as follows : 1. In learning area, the average ratio of the theory and practice was 1 : 1.1 which was less than 1 : 2 suggested by Korean National Health Institute, and the ratio was different by the 8 leaning subjects of nursing. 2. In category of the educational taxonomy, the knowledge domain was emphasized mostly(79. 7%), the skill domain was 14.9%, and the attitude domain was 5.4% only. 3. In the level of learning, generally, the test items of the level of recall(45.5%) and the understanding(46.3%) were covered almost and the problem solving was 8.1%. 4. In the learning contents, generally, the test items related to nursing process was 67.2% and that of disease process was 32.8%. However, this proportion was different by the 8 leaning subjects. Even though the nursing diagnosis has been emphasized in nursing curricula recently, the test items of this was identified very few. 5. In the structure of the test item, some were not clear, incorrect grammar, unclear description and some have clues to answer. 6. In the item analysis, the non-acceptable level of the difficulty index (means too easy) was 65.7%, and the acceptable level was 33.9%. Considering the results we would like to suggest the followings, 1. Since the test items of knowledge domain was dominant, the test items of the practice domain and attitude domain should be emphasized more. 2. The regular review and analysis of NERN should be arranged in order to improve the quality of the test items which will give influence to the nursing education positively.

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The Effect of Problem-Centered Learning Based STEAM Field Experience Learning Program on Science Process Skills, Creative Problem Solving Ability, and Scientific Attitude of Gifted Students in Elementary Science (문제중심학습 기반 STEAM 현장체험학습 프로그램이 초등과학 영재의 과학 탐구 능력, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.40 no.1
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    • pp.113-125
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    • 2021
  • In this study, a problem-centered learning based STEAM field experience learning program was developed and the effects of applying it were investigated. The program was composed of 8 sessions by using problem-centered learning education method and integrating STEAM elements between disciplines. The contents of program are as follow. In the step of sharing problems and making a problem-solving plan, they understood the various examples and meanings of endangered species, explored the project activities, and made an inquiry plan. In the search and re-exploration phase, a smart device was used to investigate the appearance, habitat environment and cause of extinction for Clithon retropictus, and a site inquiry plan was established for each group. Then, they moved to the field to explore brackish-headed gallops and discuss ways to protect endangered species. In the step of creating a solution, a web-based report was produced as the final product using smart devices based on the results of the inquiry. In the presentation and evaluation stage, the produced web-based report was used to present each group, conduct mutual evaluation, and organize project activities. The developed program was applied to 6th grade 29 students enrolled in the J University Gifted Education Center. In order to find out the effectiveness of the program, tests of science process skill, creative problem-solving ability, and scientific attitude were conducted before and after of program learning, and the results were statistically analyzed by t-test. In addition, a STEAM program satisfaction test was conducted after project in order to find out the satisfaction of the class. As a result of application of the program, the results were significantly improved in openness, criticism, and creativity among the sub-factors of creative problem-solving ability and scientific attitude. Satisfaction with the STEAM program was also high, but no significant result was found in science process skill. Therefore, the program of this study could be influenced on improvement of creative problem-solving ability and scientific attitude of gifted students in elementary science.

The Effects of 3D Printing STEAM Class for Respiratory System on the Science Process Skill, Creative Problem Solving Ability, Scientific Interest and STEAM Program Satisfaction of Elementary Students (3D 프린터를 활용한 호흡계의 융합 수업이 초등학생의 과학 탐구 능력, 창의적 문제해결력, 과학 흥미도 및 STEAM 프로그램 만족도에 미치는 영향)

  • Ko, Dong Guk;Hong, Seung-Ho
    • Journal of Korean Elementary Science Education
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    • v.37 no.3
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    • pp.323-338
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    • 2018
  • The aims of this study are to develop the STEAM program focused '3D printing for respiratory system' and to ascertain its influence on elementary student's science process skills, creative problem solving abilities and scientific interest. The developed STEAM program was applied to 5th grade students of O elementary school located in J city. As a result of applying the STEAM program, the experimental group of the STEAM program class improved significantly in creative problem solving abilities and scientific interest than the control group of the theoretical class. The result of learner satisfaction survey of the STEAM program was high. Meanwhile, there was no significant difference in science process skills between the two groups. Therefore, the STEAM program class with the theme of '3D printing for respiratory system' could be meaningful works to encourage students' interest as well as their creative problem solving ability and scientific interest. In future, continuous and systematic studies on STEAM programs focused on 'structure and function of our body' are needed for elementary students' cognitive and affective developments.

The Effects of the Lab Practices Using Robot on Science Process Skills in the Elementary (초등학교에서 로봇활용실험이 과학탐구능력에 미치는 효과)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.15 no.4
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    • pp.625-634
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    • 2011
  • This research examines educational effects on students' scientific process skills after applying a robot utilized MBL learning. Surveys and interviews concerning robot based science lessons were also conducted. The students were divided into experiment group who used the robots and controlled group who used traditional learning method with textbook and experiments. The result showed some significant differences in scientific measurement, prediction and inference(<.05). In contrast, no significant differences were found in observation and classification. The students answered the survey that the robots helped them understand science better and made science lessons more interesting.

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The Effect of Science Writing Classes based on Science Core Competencies in Elementary School (과학과 핵심역량 요소를 기반으로 한 초등학교 과학 글쓰기 수업의 효과)

  • Kim, Eun-Hye;Park, Jae-Keun
    • Journal of Korean Elementary Science Education
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    • v.36 no.4
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    • pp.346-355
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    • 2017
  • The 2015 revised national science curriculum encourages students to cultivate the science core competencies such as scientific thinking, science process skills, scientific problem-solving ability, scientific communication skill, scientific participation and lifelong learning ability. To fill this purpose, we practiced science writing classes based on core competencies and examined the effect of its application. The target unit was 'weather and our life', 'acid and base', 'speed of an object', and 'structure and function of our body' in the fifth grade of elementary school. The results were as follows. First, it was proven that science writing activities based on core competencies did not help improving science process skills of learners. Second, it had a significant effect on the improvement of the learner's self-directed learning ability, in particular, owner spirit, meta cognition and information search. Third, this strategy for science writing changed learners' scientific attitude positively. The above-mentioned results show that this science writing classes can be applicable as one of effective methods in cultivating science core competencies.

The Effects of Science Writing Heuristic Class on the Metacognition and Scientific Creativity (탐구적 과학 글쓰기 활용 수업이 메타인지와 과학적 창의성에 미치는 효과)

  • Lee, Eun-A;Kim, Young-Gwon
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.54-63
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    • 2014
  • This study explored the effect of using the inquiry-based science writing heuristic approach in class on metacognition and scientific creativity to enhance the ability of solving problems in science classrooms of elementary students. The results of this study were as follows. First, the science writing heuristic had a positive influence on the usage of metacognition necessary for learners to solve the problem with science. Second, the science writing heuristic contributed to the improvement of scientific creativity. In the process of inquiry-based approach, learners used scientific knowledge to come up with ideas and produce outcomes, therefore they could seek sanswers to scientific problems for themselves. Third, the science writing heuristic produced a positive awareness of science process skill because learners had more opportunities to think on their own than an existing passive class. In conclusion, this study found that the inquiry-based science writing heuristic approach encouraged learners to do inquiring activities in school classrooms, therefore contributing to the application of metacognition and the improvement of scientific creativity.

Application of a Performance Assessment Instrument on STS Theme in Elementary Science (초등 과학에서 STS 주제에 대한 수행 평가 자료의 적응)

  • Kim Eun-Jin;Shim Joo-Ok;Lim Chae-Seong
    • Journal of Korean Elementary Science Education
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    • v.24 no.3
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    • pp.226-235
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    • 2005
  • In this study, we applied the elementary performance assessment instrument on 575 theme in science instruction which it had been developed on the previous study. Sixty-seven elementary students participated in this study and were assigned into two groups: One was assigned to an experimental group since they were taught with the instrument (N=32) and the other was assigned to the comparison group since they followed teachers guide of 7th Korean National Curriculum (N=35). Prior to and after teaching, tests on the science attitude, science process skill, and science knowledge domains were administrated. The results were analyzed quantitatively. Further, we also investigated students recognition about the instrument and the science class qualitatively according to the instrument. The results showed that there were statistically significant improvements on science process skills and aspects of the understanding of science knowledge. Many students were aware of them positively as well. However, a few problems, including too many amounts of writing and difficulties in communication with one another, were appeared.

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The Effect of The Role-Playing Analogy Activity Class on the Academic Achievements and the Science Process Skills of Elementary School Students (역할놀이 비유 활동 수업이 초등학생의 과학 학업성취도와 과학탐구능력에 미치는 영향)

  • Jang, Jin-Hwa;Lee, Hyeong-Cheol
    • Journal of the Korean Society of Earth Science Education
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    • v.5 no.3
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    • pp.267-275
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    • 2012
  • The purpose of this study is to find out the effect of the role-playing analogy activity-based class on the academic achievement in science and the science process skills of elementary school students. One experimental group and one control group of 4th grade students were selected to perform a prior investigation on the academic achievement in science and the science process skill. Then the experimental group attended science lessons that were based on the role-playing analogy activity and the control group attended the traditional science lessons based on the text book and teacher's guide. After conducting lessons, a post investigation was performed for each group and the results were analyzed to produce the following conclusions. First, the role-playing analogy activity class was more effective to improve students' academic achievements than the traditional science class. And the role-playing analogy activity class was more effective to learners in the high-level group, which made a scores above the average in prior investigation on the academic achievement, whereas it was little effective to those in the low-level group. Second, the role-playing analogy activity class was effective to enhance students' science process skills than the traditional science class. And the role-playing analogy activity class was more effective to the learners' in the high-level group than those in the low-level group.

Bringing Computational Thinking into Science Education

  • Park, Young-Shin;Green, James
    • Journal of the Korean earth science society
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    • v.40 no.4
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    • pp.340-352
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    • 2019
  • The purpose of science education is scientific literacy, which is extended in its meaning in the $21^{st}$ century. Students must be equipped with the skills necessary to solve problems from the community beyond obtaining the knowledge from curiosity, which is called 'computational thinking'. In this paper, the authors tried to define computational thinking in science education from the view of scientific literacy in the $21^{st}$ century; (1) computational thinking is an explicit skill shown in the two steps of abstracting the problems and automating solutions, (2) computational thinking consists of concrete components and practices which are observable and measurable, (3) computational thinking is a catalyst for STEAM (Science, Technology, Engineering, Arts, and Mathematics) education, and (4) computational thinking is a cognitive process to be learned. More implication about the necessity of including computational thinking and its emphasis in implementing in science teaching and learning for the envisioned scientific literacy is added.

The Effect of the Science Process Skills and Science Related Attitude on the Science-play through the Science Class (과학 놀이를 이용한 과학수업이 과학 탐구 능력과 과학 관련 태도에 미치는 영향)

  • Heo, Kwi-Hee;Lee, Ji-Hwa;Moon, Seong-Bae
    • Journal of the Korean Society of Earth Science Education
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    • v.7 no.1
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    • pp.1-10
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    • 2014
  • The purpose of this study is to introduce the science-play in the regular class, stimulate the student's curiosity, motivate them and take active part in their science class. To make an effective science class, we developed the science-play activity instead of experiments in the text, and applied it to the class. The experimental group has statistically meaningful results in the science process skills, expecially in subordinate elements such as observation, deduction, expectation, data analysis and assumption establishments(p<.01). However, the comparative group has no meaningful results in the science process skills. Though the average value of the science related attitude in the experimental group had only a little increase and had no statistically meaningful results, that in the comparative group has decreased during the same period. As for the experimental group, the science-play activities were repeated and their science related attitude has increased a little. Even though there were no meaningful statistic results(p>.05), the science-play activity was effective in the science related attitude. As a result of this research, it could be said that the science-play activity can improve the student's science process skills and the science related attitude, and the science-play program should be further developed and applied to make easy and effective science classes.