• Title/Summary/Keyword: convergence teaching methods

검색결과 235건 처리시간 0.025초

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
    • /
    • 제35권3호
    • /
    • pp.213-231
    • /
    • 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
    • /
    • 제23권1호
    • /
    • pp.231-260
    • /
    • 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.

Verifying the Impact of Department and Major Satisfaction and Teacher Efficacy on the Career Aspiration of Pre-service Early Childhood Teacher: Focusing on the Mediating Effect of Teacher Efficacy (예비유아교사의 진포포부에 대한 학과 및 전공만족도와교사효능감의 영향력 검증: 교사효능감의 매개효과를 중심으로)

  • Kim Min Jeong
    • The Journal of the Convergence on Culture Technology
    • /
    • 제10권5호
    • /
    • pp.41-52
    • /
    • 2024
  • This study was conducted to verify the impact of department and major satisfaction, as well as teacher efficacy, on the career aspiration of pre-service early childhood teachers. Data from 118 students majoring in a three-year early childhood education in Gyeonggi-do were collected and analyzed. Regression analysis was performed to assess the impact of department and major satisfaction and teacher efficacy on career aspiration, along with an analysis of the mediating effect of teacher efficacy. The results showed that department and major satisfaction had a positive effect on career aspiration, with general satisfaction among the sub-variables identified as a significant factor influencing career aspiration. Additionally, both teacher efficacy and its sub-variables, general teaching efficacy and personal teaching efficacy, were found to positively influence career aspiration. Furthermore, teacher efficacy was found to significantly mediate the relationship between department and major satisfaction and career aspiration, indicating it as an important variable in career education for pre-service early childhood teachers. The results of this study provide basic data for career education of pre-service early childhood teachers and suggest alternative methods for improving department and major satisfaction as well as teacher efficacy.

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

  • Lee, MyounJae;Kim, Kyoung-Nam
    • Journal of Digital Convergence
    • /
    • 제12권1호
    • /
    • pp.519-524
    • /
    • 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
    • /
    • 제18권2호
    • /
    • pp.285-294
    • /
    • 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
    • /
    • 제17권4호
    • /
    • pp.103-115
    • /
    • 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.

Using of Digital Textbook for the Cultivation of Digital Citizenship (디지털 시민성 함양을 위한 디지털교과서 활용 방안)

  • Park, Sanghoon
    • Journal of Digital Convergence
    • /
    • 제18권2호
    • /
    • pp.111-119
    • /
    • 2020
  • The purpose of this study is to suggest how to use digital textbooks to cultivate digital citizenship of elementary and secondary students. We analyzed domestic and international research on digital citizenship and analyzed the definition and elements of digital citizenship. Based on the analysis, we formed a council where field teachers, education experts, and government agencies participated. This study devised the elements and competence models of digital citizenship for elementary and secondary school students, and suggested teaching methods using digital textbooks. As a result, we derived five elements of 'Digital Literacy', 'Digital Communication', 'Digital Ethics', 'Digital Responsibility', and 'Digital Creativity & Collaboration', and devised a 'Triangle competency model' for the school site application.

The Mediated Effects of Metacognition in the Relationship between Shared-leadership and Resilience of the Nursing Students (간호대학생의 공유리더십과 리질리언스의 관계에서 메타인지의 매개효과)

  • Han, Ju-Rang
    • Journal of Digital Convergence
    • /
    • 제18권10호
    • /
    • pp.277-284
    • /
    • 2020
  • The purpose of this study was to identify the mediating effects of metacognition in the relationships between shared-leadership and resilience of the nursing students. The study subjects were 138 nursing students who participated in Team Based Learning for 6 weeks, in the first semester of 2019. Data were collected using self-reported questionnaires and analyzed using SPSS WIN 25.0 program. As a result of the study, There were statistically significant positive correlation between shared-leadership, metacognition and resilience. Also, shared-leadership affected resilience and metacognition had a partial mediating effect in the relationship between shared-leadership and resilience. The finding from this study indicate that it is necessary to develop and apply various teaching methods and intervention programs to increase shared leadership and metacognition in order to increase resilience of students in nursing colleges.

A development of creative capstone design process by product and mold design (제품 및 금형 연계 창의 캡스톤 디자인 교육과정에 관한 연구)

  • Kim, Kyung-A;Han, Seong-Ryeol
    • Design & Manufacturing
    • /
    • 제13권4호
    • /
    • pp.45-50
    • /
    • 2019
  • The fourth industrial revolution calls for an integrated talent by improving working-level skills within the big framework of creativity and convergence. Therefore, university education focuses on solving the problem of practical ability education by improving employment ability. Based on this improvement in practical skills, this study is based on the field-based design curriculum of Capstone. Currently, the Capstone Design Course is being implemented at most universities, extending its scope to the fields of engineering, humanities, social studies and arts. However, there is a limit to the core concept of Capstone design education and capacity education developed in line with the foreign educational environment and applied directly to our nation's university education. In terms of overseas cases, the core focus is to develop practical, design, and prototype capabilities by forming a team among all grades and multidisciplinary institutions to support the capital and manpower of the industry. However, the nation's industrial linkage and curriculum have difficulties in carrying out multi-disciplinary education. In this study, students were asked to team up and solve the challenges that the industry needs based on the expertise acquired in the lower grade curriculum by applying majors and 3D printing through the first and second semester courses of the fourth grade to address these limitations. In addition, business skills for the process of creativity and leadership experience in our country through a suitable design capstone class to review the efficiency of education by applying a model. In order to achieve the purpose of Capstone design subject, the goal setting, class model composition, class model application, verification and evaluation, and final class model development procedures were carried out. Through this process, it will be used as a basic material for educating design class capstone design.

Effectiveness Analysis of Computing Thinking with Unplugged in Digital Transformation (디지털 트랜스포메이션 시대의 언플러그드를 적용한 컴퓨팅 사고력에 대한 효과성 분석)

  • Lee, Myung-Suk
    • Journal of Digital Convergence
    • /
    • 제18권3호
    • /
    • pp.35-42
    • /
    • 2020
  • Digital transformation is about revolutionizing the interaction between virtual and reality. The complex problems that arise in this process must be solved, and one of the methods is computing thinking. Therefore, this study aims to observe whether software education that uses unplugged as liberal education is effective in enhancing computing thinking. For this, 5 elements of computing thinking were extracted and unplugged was applied to liberal software classes, and classes were conducted. During one semester, 16 sessions of classes were conducted and computing thinking enhancement was measured through surveys. As a result, the computing thinking of the students increased overall after classes. Observation surveys showed that, among computing thinking elements, students of all academic fields felt difficulties conceptualizing abstraction elements, those of arts and physical education felt more difficulties with algorithm elements, and those of the humanities felt more difficulties with pattern recognition elements. In the future, various contents for each element should be developed by academic field to aid learner understanding.