• Title/Summary/Keyword: convergence teaching methods

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A Study on the Improvement of Computing Thinking Education through the Analysis of the Perception of SW Education Learners (SW 교육 학습자의 인식 분석을 통한 컴퓨팅 사고력 교육 개선 방안에 관한 연구)

  • ChwaCheol Shin;YoungTae Kim
    • Journal of Industrial Convergence
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    • v.21 no.3
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    • pp.195-202
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    • 2023
  • This study analyzes the results of a survey based on classes conducted in the field to understand the educational needs of learners, and reflects the elements necessary for SW education. In this study, various experimental elements according to learning motivation and learning achievement were constructed and designed through previous studies. As a survey applied to this study, experimental elements in three categories: Faculty Competences(FC), Learner Competences(LC), and Educational Conditions(EC) were analyzed by primary area and secondary major, respectively. As a result of analyzing CT-based SW education by area, the development of educational materials, understanding of lectures, and teaching methods showed high satisfaction, while communication with students, difficulty of lectures, and the number of students were relatively low. The results of the analysis by major were found to be more difficult and less interesting in the humanities than in the engineering field. In this study, Based on these statistical results proposes the need for non-major SW education to improve into an interesting curriculum for effective liberal arts education in the future in terms of enhancing learners' problem-solving skills.

A study on the Convergence Learning Guidance Method for Adolescents with Disabilities Applying the Eurhythmics Rhythm Element (유아문화예술교육의 학습원리와 교육효과를 적용한 교수학습지도방안 연구)

  • Byun Gi Dam;Nam Sang Moon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.551-557
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    • 2024
  • Early childhood cultural and artistic education is a process of expressing oneself and understanding society, which has a great impact on the lives of young children. It utilizes the principle of individualization, which means that individual diversity should be considered because each toddler has different developmental characteristics; the principle of play-centeredness, which means that toddlers form active attitudes toward experiential activities through enjoyment through play; the principle of integration, which is the foundation for holistic development; and the principle of direct experience, which means that toddlers have the experience of touching and manipulating materials. In the introduction, children are encouraged to explore and think about materials, read and share books together, and express their thoughts creatively through artistic expressions such as art, music, physical expression, drama, movies, and photography in the first and second phases. In the final stage, a teaching and learning plan was developed that consisted of a circle time for the children to share their opinions with each other in the process of appreciating the results created by the children and presenting their thoughts. As the educational effectiveness of early childhood cultural arts education is best developed in the early childhood period, when learning is emphasized by children exploring according to their interests, this study presented a learning guidance plan that reflects various educational methods and genre convergence education that can be applied to early childhood cultural arts education.

A model for enhancing the academic excellence of adult college students (성인대학생의 학업수월성 강화를 위한 모형)

  • Kim, Eun Young;Kim, Jin Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.2
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    • pp.195-200
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    • 2019
  • The purpose of this study is to present a model for enhancing the academic excellence of adult college students. For this purpose, 408 adult college students attending 2-year and 4-year colleges in Busan, Daegu, and Gyeongbuk were surveyed and analyzed. The components of the model are curriculum, educational methods, evaluation of education, educational administration, educational environment, and institutional support and the results are as follows. First, the curriculum preferred by adult college students was to acquire diverse academic knowledge for a degree, to acquire knowledge and skills to develop skills for the workplace, and to acquire new information and knowledge regarding issues in society as a whole. Second, the professors' qualification among the educational methods preferred by adult college students was professional competence of the professors based on their theoretical and practical skills. The preferred teaching methods were lecture, discussion, action learning, and the project learning method in that order and video and PowerPoint were preferred as effective teaching mediums. Third, the preferred course for adult college students is operated on weekends, and three years was preferred to get a bachelor's degree. The possible hours of learning per day is 3~6 hours, indicating the necessity of e-learning, B-learning, and prior learning experience recognition systems. Fourth, the education evaluation method preferred by adult college students was a compromise method which is a mixture of absolute evaluation and relative evaluation, and it also showed the need for Pass or Non Pass evaluation method. Fifth, the internal factors of college selection preferred by adult college students were the acquisition of new knowledge and skills, and the external factors were desire to receive many opportunities related to employment and job improvement. The classroom, which provides an effective environment, was a fixed seat classroom and an indoor classroom environment was emphasized for desired educational environment. Sixth, institutional support preferred by adult college students was computer-related programs and learning club support services.

An Analysis of Core Competence and Core Element on the STEAM Program in the Research Report of School (학교연구보고서에 제시된 STEAM 프로그램의 핵심 역량 및 요소 분석)

  • Shin, Jin-Kyung;Choi, Dong-Kyu;Kim, Ji-Won;Heo, Gyun;Park, Jong-Un;Ju, Dong-Beom;Won, Hyo-Heon
    • Journal of Fisheries and Marine Sciences Education
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    • v.25 no.4
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    • pp.898-914
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    • 2013
  • The fusion type human resources, it is a new human resources to scientific and technical information society of the future demands, and means to enjoy life with a creativity and expertise of fusion of various fields, to communicate in consideration of others. Fusion human resource education(STEAM), of "human resources to practice respect and compassion", "human resources equipped with communication skills", "human resources to pursue creativity and innovation" "human resources to understand the knowledge of the fusion to take advantage" in training I have presented to the area of core competence of the 4C 'Creativity"," Communication","Convergence', 'Caring'. In this study, the area of c ore competency for each element by elementary, middle, and high schools around the analysis of the target can be made by each school level to develop a practical program in the sense of basic research is to conduct. The findings are as follows: First, Area of Creativity, communication area, the contents fusion region, as well as care areas, to the detailed item capacity, the design of the class that contains the entire area should be performed. Second, Elementary and secondary school level analysis, design of the class containing the entire region up to capacity detail is required. High school was required study of school full of normal. Third, In general, for STEAM class environment and teaching model was developed by applying operations. Research and methods of teaching a wider variety of form was required. Later in this study is to develop programs and organize. and It intends to become the base to be able to interest and interest in science education by structured around the status of problems that can be found in the life of around themes STEAM.

Study on Activate Methods for Digital Contents Service to Support Academic Courses in e-Learning (e-Learning 강의 지원을 위한 디지털콘텐츠 서비스 활성화 방안연구 - I 대학 교수.학생.도서관서비스를 중심으로 -)

  • Lee, Jong-Won;Go, Chan
    • Journal of Digital Convergence
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    • v.8 no.2
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    • pp.89-102
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    • 2010
  • The present thesis aims to analyze in consideration of recent changes in teaching environment in the universities the commercial digital contents and e-learning courses provided by the libraries, and to propose the ways to encourage university library service needed under the current situation. A survey of professors and students upon the quality of commercial digital contents service provided by the libraries in I University was made to measure its influence upon e-learning courses. The quality of commercial digital contents service provided by libraries was measured through Digital Library Service Quality Index (which will be referred as DL-SQL Model from here), which is used as a model to examine the Digital Library Service, with partial adjustments of 4 levels (information system service, digital books service, customer service quality, and customer community service) and 7 components (search possibility, an exclusive organization and interface, accessibility, digital books, customer support service, personalized service, and customer community). Among the library services in regard to digital contents, "customer service" and "customer community service" were analyzed to have stronger influence upon e-learning teaching and studying than quality-based service for "information system" and "digital books". Consequently, it is concluded that customized information service provided by the library for the professors who teach e-learning courses and their students is more influential to supporting e-learning courses than quantity pushing service through purchasing commercial digital contents, upon which the direction of digital contents policy to provide library services for e-learning courses should be based.

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Analysis of Recognition and Needs for Parents in Elementary, Middle, and High Schools for Mathematics Education (초·중등 학부모 대상 수학교과 인식 및 요구 조사)

  • Lee, Hyeung Ju;Kim, Hyeongsik;Ko, Ho Kyoung
    • Communications of Mathematical Education
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    • v.35 no.3
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    • pp.213-231
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    • 2021
  • This study is intended to investigate contents related to parents' perception and satisfaction level of school mathematics curriculum. Based on the results, this study intended to deduce implications for mathematics education in schools, child education, and parent education. According to the result of the survey, the more positively the parents perceived the value of the mathematics learning, the more positively the child perceived, and the higher the parent's participation rate in mathematics-related education was. In terms of perception of teaching and learning activities, it showed that the willingness to participate in educational programs was lower for the parents of middle and high school students than the parents of elementary school students and the parents of elementary school students also showed higher satisfaction level of school mathematics curriculum. parents have perceived the necessity of teaching and mathematics education to develop artificial intelligence or data analysis skills. It was also found that the parents of middle and high school students' participation experience in education had an effect on the satisfaction level of their children's math teacher's class preparedness. Parents perceived positively to how pragmatic mathematics curriculum can be and provided answers to what they wish in specific mathematics classes in learning methods and future mathematics learning. As this is for educational experts to consider much in-depth in the future, this study suggested the need for diverse parents' education related to mathematics including the expansion of mathematics education with parents' participation, the creation of a mathematics learning environment for future mathematics learning.

Educational Psychology in the Age of the Fourth Industrial Revolution (제4차 산업혁명 시대의 교육심리학)

  • LEE, Sun-young
    • (The)Korea Educational Review
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    • v.23 no.1
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    • pp.231-260
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    • 2017
  • The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.

Implementation of Raindrop Rendering Using Unity3D Engine (Unity3D를 이용한 빗방울 렌더링 구현)

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
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    • v.12 no.1
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    • pp.519-524
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    • 2014
  • This research is the study of raindrop rendering. In case of rendering for raindrop in existing games, it is used on sprites images or roughly raindrops images using texture rendering. These methods are similar to the shape and size of all rendered raindrop. That's why players are limitations to provide a sense of reality. To overcome this limitation, this paper proposes a method for generating raindrop considering surface tension and contac angle, the amount of water, implements the raindrop using Unity3D engine. To demonstrate the usefulness of this paper, this paper shows the generated raindrop in accordance with the change in the area and pulling force in surface tension formula. This paper can help to provide the actuality in game in case of rendering the raindrop.

A Study on the Curriculum for Elementary and Middle School in Robot and Convergence Activity (초.중학교 로봇융합활동 교육과정에 관한 연구)

  • Park, Jung-Ho;Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.285-294
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    • 2014
  • Recently, research using robots as a learning tool has increasingly been conducted in K-12 education area. It has been known that hands-on robots give positive educational effect not only on science and mathematics, but on STEAM activity, and help improve the abilities necessary in the 21 century, such as critical thinking, creativity, communication skills, and team work. Despite many research achievements, there is still few research on robot based curriculum to improve the instrumental application of robots in the primary and secondary education fields. In other words, there is a lack of studies of systematic educational contents, educational methods and educational evaluation to increase the instrumental application according to schools and class years. Therefore, this study analyzed domestic and foreign robot based curriculums and relevant cases to develop 'robot' related educational programs in primary school and middle school, suggested the achievement objectives in the robot area as a sub category of the computer science curriculum which will be revised, and proposed teaching-learning method and evaluation method.

Jigsaw Cooperative Learning Experiences of Nursing Students in Medical Terminology Classes (의학용어 수업에 참여한 간호대학생의 직소 협동학습 경험)

  • Lee, Yunju;Yang, Jeongha
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.103-115
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    • 2019
  • Background: This study was conducted to identify the experiences of nursing students students who participated in jigsaw cooperative learning in medical terminology classes. Methods: Data were collected through in-depth individual interviews and analyzed using the Colaizzi phenomenological analysis methodology. Results: Six categories emerged through experiences of jigsaw cooperative learning of nursing students. The specific categories are 'two contrasting emotions that exist under consciousness', 'progression towards self-directed learning', 'resurrection of community spirit', 'facing the growing self', 'realistic limits', and 'co-operation that has risen above consciousness'. Conclusion: Jigsaw cooperative learning enhances nursing students' self-directed learning and community consciousness. It is a very useful teaching and learning method that encourages growth through community spirit and cooperation. In the future, we propose a study using jigsaw-cooperative learning in various classes.