• Title/Summary/Keyword: Technology-Engineering

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A Study on Homogeneity Analysis of the Guipi Decoction for Treatment of Insomnia Disorder -Focusing on Randomized Controlled Clinical Trials in CNKI (불면장애에 사용된 귀비탕의 동질성 연구 -CNKI에서 검색한 무작위배정 임상연구를 중심으로-)

  • Kim, Dong-Hee;Sakong, Jong-Won;Kang, Chang-Wan;Lee, Sang-Hyup;Ha, Ji-Won;Kim, Bo-Kyung
    • Journal of Oriental Neuropsychiatry
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    • v.29 no.3
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    • pp.145-163
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    • 2018
  • Objectives: The study was designed to provide clinical evidence of homogeneity in analysis of the herbal medicine, Guipi decoction in treating insomnia, using a t-test of randomized controlled trials (RCTs). Methods: This study included RCTs that verified homogeneity of Guipi decoction in treating insomnia. Literature studies of CNKI (Chinese National Knowledge Infrastructure Database) were performed. The basic components group was made to the Guipi decoction of the Yixuerumen?s text. The excluded group was created with the number of herbs excluded from the basic components group. T-test performed that the effective rate in the basic components group and excluded groups. Results: The basic components of Guipi decoction contain Atractylodis Rhizoma Alba, Poria Sclerotium (Poria Sclerotium Cum Pini Radix), Polygalae Radix, Astragali Radix, Zizyphi Semen, Angelicae Gigantis Radix, Aucklandiae Radix, Glycyrrhiza uralensis Fischer, Ginseng Radix (Codonopsis Pilosulae Radix), Longanae Arillus. Herbs excluded from the basic components group were Longanae Arillus, Ginseng Radix (Codonopsis Pilosulae Radix), Glycyrrhiza uralensis Fischer and herbs added to the basic components group were Polygonum multiflorum Thunberg, Schisandrae Fructus, Salviae Militiorrhizae Radix, Paeoniae Radix Alba (in order from the most used to the least). T-test revealed the effective rate in the basic components group was not statistically significant compared to the excluded groups (p=0.161/p=0.162/p=0.103). Conclusions: Effectiveness in treatment of basic components of Guipi decoction and excluded groups were revealed to be homogeneous in treating insomnia. As the number of herbs in the basic components group decreased, mean value in effectiveness of treatment also decreased consequentially. However, there were no statistical significances.

Development and Application of Middle School STEAM Program Using Big Data of World Wide Telescope (WWT 빅데이터를 활용한 중학교 STEAM 프로그램 개발 및 적용)

  • You, Samgmi;Kim, Hyoungbum;Kim, Yonggi;Kim, Heoungtae
    • Journal of the Korean Society of Earth Science Education
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    • v.14 no.1
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    • pp.33-47
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    • 2021
  • This study developed a big data-based STEAM (Science, Technology, Engineering, Art & Mathematics) program using WWT (World Wide Telescope), focusing on content elements of 'solar system', 'star and universe' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to one middle school 176 students simple random sampled. The results of this study are as follows. First, we developed a program to encourage students to actively and voluntarily participating, utilizing the astronomical data platform WWT. Second, in the paired t-test based on the difference between the pre- and post-scores of the creative problem solving measurement test, significant statistical test results were shown in 'idea adaptation', 'imaging', 'analogy', 'idea production' and 'elaboration' sub-factors except 'attention task' sub-factor (p < .05). Third, in the paired t-test based on the difference between the pre- and post-scores of the STEAM attitude test, significant statistical test results were shown in 'interest', 'communication', 'self-concept', 'self-efficacy' and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p < .05). Fourth, in the STEAM satisfaction test conducted after class application, the average values of sub-factors were 3.16~3.90. The results indicated that students' understanding and interest in the science subject improved significantly through the big data-based STEAM program using the WWT.

A study on the new Business Opportunity of E-Commerce (e-비즈니스의 기회창출 방안에 대한 연구)

  • Cho, Jae-Wan;Ko, Chang-Bae
    • Information Systems Review
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    • v.4 no.2
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    • pp.191-208
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    • 2002
  • In the area of new millennium of twenty first century, one of the urgent and critical research issues in commerce area is the regenerating of new business opportunities from the high value added perspectives. With this motivation, in this paper, we create new on-line e-businesses with the speed of lightning their affiliated supply, finance and business communities - which are involved in more and more tightly connected, open trading - we find that we need to deal with hundreds of business collaborative partners, millions of buyers and sellers while we have to face incompatible IT systems. Challenges of new business opportunities linking multi-enterprise data and processes cost effectively, reliably and securely in real time remains an open area in e-business. This challenge we shall describe as the problem of synchronization of multiple enterprise collaborative e-business opportunities (production related), value (finance related), business (operations related) in new business opportunity and infrastructure integrated all together over the off-line and online basis. It brings a new e-commerce opportunities infrastructure into this profitable challenge: by extracting and tracking new business information, new trends in the events of e-business processes. The transformation of the traditional commerce into this type of electronic based commerce can be interpreted as new Cultural Revolution. The revolution will be a new paradigm crossing over the geographical, and organizational zone, restructuring enterprise business process infrastructure.

The Development of STEAM Project Learning Program for Creative Problem-solving of the Science Gifted in Elementary School (초등과학영재의 창의적 문제해결력 향상을 위한 융합인재교육(STEAM) 프로그램 개발)

  • Kang, Ho-Kam;Kim, Tae-Hoon
    • Journal of Gifted/Talented Education
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    • v.24 no.6
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    • pp.1025-1038
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    • 2014
  • The purpose of this study the creative problem-solving of gifted children for elementary school science in order to improve and develop learning programs and STEAM projects by applying that effect would be to provide. To develop this STEAM program, we utilized the steps of the Project Learning method and the KOrea Foundation for the Advancement of science and Creativity(KOFAC) proposed STEAM program, learning the principles and criteria in configuration, the methodology. In order to verify the effectiveness of the developed STEAM program Elementary Science for gifted students with creative problemsolving Questionnaire were used. The program was developed a total of 18 classes, consists of first project to create a solar car, second project to create elastic car. The primary project was selected as one of the topics with the students and selected topics related to previous activities in accordance with articles examining the actual quest, consultation, representation activities in class and finishing with the deliverables and evaluation consisted of 12 classes. The second project is the first project based on a given problem to generate a deliverable by outlining a solution which consists of 6 classes. All of this project was composed by teachers and students to select a common topic on the subject of themselves through a process of problematization, the student-led science, technology, engineering and arts of the area so that the content can be made convergence. The results of the study indicate that this developed STEAM program has a positive effection creative problem solving in a gifted students.

Meta Analysis of STEAM (Science, Technology, Engineering, Arts, Mathematics) Program Effect on Student Learning (융합인재교육(STEAM) 프로그램이 학생에 미친 효과에 대한 메타분석)

  • Kang, Nam-Hwa;Lee, Na-ri;Rho, Minjeong;Yoo, Jin Eun
    • Journal of The Korean Association For Science Education
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    • v.38 no.6
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    • pp.875-883
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    • 2018
  • This study examined overall effect of STEAM programs on student learning through meta-analysis of journal articles published for the past six years. We examined the areas of effects that the research tested and analyzed overall effect across the research. We first identified academic journal articles that utilized quasi-experimental design in examining STEAM effects on student learning and presented appropriate data for meta-analysis such as effect size. A total of 63 articles were identified to be appropriate for meta-analysis. Using R packages, we first identified outliers and eliminated them in the analysis of mean effect size. Thus, 172 effect sizes from 60 studies were analyzed. The results showed that the mean effect was medium (effect size = 0.52). Analysis showed that moderators of the effect were affective measures, thinking skills, character measures, and career aspirations, which meant the studies that measured these variables had more effect than achievement measures. On the other hand, the school level (elementary, middle, and high school), the absence or presence of student products as program requirements, hours of intervention, and sample size did not moderate the effect. Thus, regardless of these variables STEAM programs produced medium effect in general. Based on these results, further research areas and topics are suggested.

The Development and Application of Activity-Centered STEM Education Program of Electricity, Electronics Technology area in Middle School (중학교 전기전자기술 영역의 활동 중심 STEM 교육프로그램 개발 및 적용)

  • Bae, Seon-A
    • 대한공업교육학회지
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    • v.36 no.1
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    • pp.1-22
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    • 2011
  • The purpose of this study was to develop and apply activity-centered STEM education program of electricity and electronics technology are in middle schools. The program was developed on the emphasis of problem solving in real world in relation to knowledge, attitude, and skill of Science, Technology, Engineering, and Mathematics. Basically the activity-centered STEM education program was developed through three steps of preparation, development and improvement. In the preparation stage the fellowing was included: (1) need analysis of student, educator, society (2) selection of integration type (3) analyzing subject matter of electricity, electronics area (4) establishing criteria for selecting activity tasks. In the development stage the fellowing was conducted: (1) selection of activity tasks (2) setting up educational goals (3) analyzing activity and clarifing the detailed activity (4) selecting program content, (5) organization of instructional content (6) statement of instructional objectives (7) structuring STEM education program In the improvement stage the fellowing was consisted of: (1) verification of validity by experts (2) execution of pilot test and field test by students and correction of program. The results of the applied the Activity-Based STEM Education Program to 'Afterschool' activities of S middle school were as follow: First, student' satisfaction level was high. Second, student' achievement in the cognitive domain, and affective domain was positive change. Third, student' problem solving ability was positive effect.

Study on the Development of Convergence lesson about Computer with Internet Marketing subject in University (대학에서 컴퓨터와 인터넷 마케팅 교과간 융합수업 모형 개발에 관한 연구)

  • Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.9
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    • pp.7-12
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    • 2018
  • In the society where the paradigm of knowledge is rapidly changing and developing, convergence emphasizing the connection between knowledge and technology in various fields is significant. In order to cultivate these creative-convergent talents, STEAM(Science, Technology, Engineering, Arts, and Mathematics) is being considered important to make them equipped with creative thinking ability and core competence required in the future society and help them devise new ideas escaping from the branches of study. This study is about convergence instructional design of computer with marketing subject, which aims to foster talent. The results of this study are as follows. First, the structured process of convergence lessons. Second, the convergence lesson was based on a cyclic process with steps : selection of the subject concerned, selection of a topic, designing the lesson, mapping out the lesson plan and developing problems, having a final discussion on the whole lesson, performing the lesson and evaluating the lesson. Third, the development of the problems about the introduction of computer engineering and Internet marketing subject for convergence lessons. To make an effect of this model, studies applying this instructional design to many lectures should be implemented.

A Study on Development of the Instructional Materials for Elementary School Mathematics Based on STEAM Education (융합인재교육을 적용한 초등수학 수업자료 개발 연구)

  • Jung, Yun Hoe;Kim, Sung Joon
    • Journal of the Korean School Mathematics Society
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    • v.16 no.4
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    • pp.745-770
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    • 2013
  • In the knowledge-based society today, most knowledge is the integrated one which is difficult to be classified into subjects rather than the knowledge of a single subject. Thus, integrated thinking, which integrated knowledge is preferentially acquired first and then can be also associated with imagination and artistic sensitivity, is simultaneously required in order that we have a problem-solving capability in our daily life. STEAM education(science, technology, engineering, arts and mathematics) is one of the educational methods to improve this problem-solving capability as well as integrated thinking. This research developed materials for STEAM education which can be applied to the 6th grade curriculum of elementary school mathematics, then input it, and analyzed how it impacts with students' attitudes toward mathematics. Unit 3 'Prism' and Pyramid' were restructured and replaced by classes such as 'Spaghetti Project' or 'Paper Craft'. Unit 4 'Several Solid Figure' was taught as a class of 'EDUCUBE'. Unit 6 'Proportional Graph' was taught as a class of 'Creating my own bracelet'. After having this class, we found that mathematics class applied STEAM also has a positive effect on the mathematical attitude of students. Many students said that math is fun and gets more interesting after having math class applied STEAM and we come to know that they have positive awareness of mathematics.

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STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

Domestic and International Experts' Perception of Policy and Direction on STEAM Education (융합인재교육(STEAM)의 정책과 실행 방향에 대한 국내외 전문가들의 인식)

  • Jung, Jaehwa;Jeon, Jaedon;Lee, Hyonyong
    • Journal of Science Education
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    • v.39 no.3
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    • pp.358-375
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    • 2015
  • The purposes of this study were to investigate the value, necessity and legitimacy of STEAM Education and to propose practical approaching methods for STEAM Education to be applicable in Korea through a variety of literature review, case studies and collecting suggestions from domestic and international educational experts. The research questions are as follows: (1) To investigate the perception, understanding and recognitions of domestic and foreign professionals in STEAM education. (2) To analyze policy implications for an improvement in STEAM. The following aspects of STEAM were found to be challenges in our current STEAM policy after analyzing multiple questionnaires with the professionals and case studies including their experiences, understanding, supports and directions of the policy from the governments. The results indicate that (1) there was a lack of precise and conceptual understanding of STEAM in respect to experience. Training sessions for teachers in this field to help transform their perception is necessary. Development of practical programs with an easy access is also required. It is important to get the aims of related educational activities recognized by the professionals and established standards for an evaluation. The experts perceived that a theme-based learning is the most preferred and effective approaching method and the programs that develop creative thinking and learning applicable to practice are required to promote. (2) The results indicate that there was a lack of programs and inducements for supporting outstanding STEAM educators. It is shown that making an appropriate environment for STEAM education takes the first priority before training numbers of teachers unilaterally, thus securing enough budget seems critical. The professionals also emphasize on developing specialized teaching materials that include diverse inter-related subjects such as science technology, engineering, arts and humanities and social science with diverse viewpoints and advanced technology. This work requires a STEAM network for teachers to link up and share their materials, documents and experiences. It is necessary to get corporations, universities, and research centers participated in the network. (3) With respect to direction, it is necessary to propose policy that makes STEAM education ordinary and more practical in the present education system. The professionals have recommended training sessions that help develop creative thinking and amalgamative problem-solving techniques. They require reducing the workload of teachers and changing teachers' perspectives towards STEAM. They further urge a tight cooperation between departments of the government related with STEAM.

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