• Title/Summary/Keyword: convergence thinking

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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
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    • v.18 no.3
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    • pp.35-42
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    • 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.

The Development of High School Instructional Program for Increasing Creative Thinking Abilities: Focused on Building a Scale Model of the Solar System (창의적 사고 계발을 위한 고등학교 학습 프로그램 개발: 태양계 축소 모형을 중심으로)

  • Kim, Eun-Ju;Lee, Hyo-Nyong;Yoon, Ill-Hee;Kang, Chun-Duk
    • Journal of the Korean earth science society
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    • v.29 no.3
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    • pp.290-304
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    • 2008
  • The purpose of this study was to develop instructional programs for 10th graders to facilitate their creative thinking abilities and understanding concerning the scale of the Solar System. The programs were based on four major themes and composed of eight lessons which dealt with the relative scale of the Solar System. The programs were applied to 155 students at G high school in Gumi City. The results showed that the programs were helpful to students in that they facilitated easier understanding of the relative sizes of planets within the solar system as well as creative thinking abilities including divergent thinking and convergent thinking.

Positive Thinking as a Mediator of the Relationship between Emotional Expressivity and Public Speaking Anxiety of University Freshmen's (대학신입생의 정서표현성과 발표불안 관계에서 긍정적사고의 매개효과)

  • Kim, Ja-Sook;Kim, Jong-Hyuck;Park, A-Young
    • Journal of Industrial Convergence
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    • v.20 no.6
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    • pp.125-133
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    • 2022
  • The purpose of this study was to identify the mediating effects of positive thinking in the relationship between emotional expressivity and public speaking anxiety. Participants were recruited from one university freshmen located in Gwangju city. Data were collected from 146 university freshmen. The self-reported questionnaire was used to assess the level of positive thinking, emotional expressivity, public speaking anxiety. The SPSS WIN 23.0 version program was used with Baron and Kenny's 3-Step mediating effect and Sobel test. It was examined whether there was a mediating effect of positive thinking on emotional expression and presentation anxiety. In the second stage, emotional expressivity showed a significant effect on presentation anxiety. In stage 3, emotional expressivity was not statistically significant in presentation anxiety, and positive thinking was statistically significant in presentation anxiety. Positive thinking had a total mediating effect(z=-4.57, p<.001) in the relationship between emotional expressivity and public speaking anxiety. To reduce the public speaking anxiety among university freshmen, it is necessary to develop interventions that enhance positive thinking in addition to providing emotional expressivity.

Development of a Model of Animation Education Contents applied in STEAM (융합인재교육(STEAM)을 위한 애니메이션 교육콘텐츠 모형 제안)

  • Chang, Seyoung;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.333-341
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    • 2015
  • The purpose of this research is to study possibilities of animation education in art centered STEAM. We suggest not the animation education contents model of a functional skills of the past but the one for STEAM. In order to suggest the role of animation education, we should first study the convergence values of animation. And this study make a curriculum of animation for the creativity by convergence thinking. Finally, this study build the animation class model applied in STEAM by Fogarty's integrated education method. By studying, we can get the result that animation has the convergence characteristics and it has the effective role of art centered STEAM education for the convergence thinking. Also, it is expected that the results of this study will contribute to education and training of convergence of the global talent with creativity in STEAM.

The categorization process of convergence products: rule-based? or similarity-based? (융합제품의 범주화과정: 규칙기반? 외형적 유사성기반?)

  • Yoon, Chal-Hyuk;Peon, So-Yeon;Kim, Gwi-Gon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.279-285
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    • 2012
  • This study classified the categorization process of convergence products as a rule-based and a similarity-based categorization process. And we examined that how the categorization process was determined according to information types(visual vs. visual + verbal) about the components of two prototypes before convergence and thinking styles(holistic vs. analytic). The result of this study showed: (1) The rule-based categorization process appeared more in case of visual information with verbal information than only visual information. (2) Analytic thinkers chose a rule-based categorization process more than holistic thinkers. These findings provide the theoretical and practical implications to comprehend the categorization process of convergence products and the judgement for consideration set from various convergence products.

A Study on the Convergence Entrepreneurship Curriculum Development (융·복합 창업교육 교과과정 개발에 관한 연구)

  • Kim, Heung-Su
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.79-88
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    • 2015
  • Creative economy has been characterized by ideas popularized commercialization. The commercialization of the idea is to develop a creative economy virtuous circle tool, entrepreneurship and start-ups for this serves as a key driver of the creative economy. Convergence, complex thinking and creative planning ability is always a lot from the 20s came a young man. So young age of entrepreneurship and entrepreneurship education, and is easily capable of founding a new culture is created by the right products and services they lead the more outstanding talent in the way of entrepreneurship creates even young and energetic national economy. Such a wide range of system implementation and curriculum development to complete the creative economy with ecology is also a very critical situation. The development of a systematic entrepreneurship curriculum that promote creative thinking and planning ability for creative convergence of economic times is a top priority. The present study considered that the early stages of convergence entrepreneurship program presents a convergence process of entrepreneurship education through a process-oriented research based on statistics.

Development of a Sound Art Programming Course for Non-Majors (비전공자를 위한 사운드 아트 프로그래밍 교과목 개발)

  • Kwon Hyunwoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.71-79
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    • 2024
  • This study developed a sound art programming course using pure data to foster computational thinking and convergence of art and technology in college students who are non-computer majors. This paper presents an example of operating a curriculum that designed and developed a sound art-centered music programming subject using Pure Data, derives educational outcomes and improvement measures for classes, and presents a creative convergence education program of technology and art. It has a purpose. For the study, we looked at examples of educational programs that combine art and technology, as well as pure data and sound art, and based on this, we designed and developed a sound art programming course for non-majors. The curriculum was operated based on the developed subjects, and the results showed increased interest in programming through art and technology convergence classes, active class participation through autonomous choice, creation of a new perspective on art, improvement of computational thinking skills, collaboration and communication. The educational effect of ability enhancement was confirmed. We expect that this study will be able to present a new perspective on the convergence education of art and technology, including artistic diversity and understanding of new media according to the development of media.

A Study on the Teaching of SW coding by Design-Thinking 5 Step Maker Model (Design-Thinking 5 Step 메이커 모형 적용 SW코딩 교수학습에 대한 연구)

  • Kim, Myung-sook;Chung, Jong-In;Kim, Chang-Suk;Kang, Shin-Cheon;Kim, Eui-jung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.309-313
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    • 2018
  • Maker Activity based Design-Thinking 5 Step is a better experience for providing the public with a better approach to design by sympathizing with human needs and exploring the public's potential desires. This paper studied the teaching method by applying the value of the Maker Training that emphasizes the importance of sharing and opening results with others after creating them based on the ideas of the learners using different tools, the basic mind of Design-Thinking with the observation and empathy about human beings and the derivation of user-centric results to the SW coding curriculum. For this purpose, we studied teaching methods by Design-thinking based on sections that require coding in the information classes of the secondary school curriculum. We demonstrated the class to a group of education experts by applying the syllabus of instruction. Then we collected evaluations and opinions of the experts and we modified the syllabus to reflect the collected assessment. Under the Design-thinking 5 step foundation, classes were demonstrated with a group of education experts, opinions collected, and suggestions collected were reflected on the assessment outcome. I think that It is an effective training opportunity to practice a widespread idea that enables infinite thinking and a convergence of thinking that brings out the best decision from a widespread idea.

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Factors Influencing Creativity in Nursing Students (간호대학생의 창의성에 미치는 영향요인)

  • Park, Ju-young;Woo, Chung Hee;Kim, Doo Ree
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.107-115
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    • 2017
  • The purpose of this study was to investigate the factors affecting the creativity of nursing college students who should act as professional nurses in the future. In order to carry out this research, the data collected through structured questionnaires were analyzed for 209 nursing college students who were approved by the IRB of K University. The results of this study showed that the creativity and self-efficacy(r=.374, p<.001), thinking ability(r=.347, p<.001), and school environment perception(r=.246, p<.001) were found to be positively correlated. In addition, the factors influencing the creativity of nursing students were self-efficacy(${\beta}=0.249$, p=.001), thinking ability(${\beta}=0.152$, p=.043), school environment perception(${\beta}=0.188$, p=.005) and the explanatory power of these variables was 21.2%. In the future, it will be necessary to develop educational methods for creativity development of nursing college students.

Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion (크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가)

  • Kim, Mi-yeon;Jeon, Mi-yeon;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.417-420
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    • 2013
  • Teaching and learning through games which arouses interest in learning not only lessens a burden of a learner but also labors for Academic Achievement. and for the sake of enhancing convergence of thinking and problem solving abilities as well as raising interest and understanding in science and technology, Steam teaching which is mainly made of research and experimental activities is emphasized on. This paper which makes use of crayon physics has developed Steam program it was mainly applied to science for the first year of junior high school [strength and motion] which for learners of each team is made of four steps eight time in total. At each step learners can understand principle of strength and motion, especially at the step of finding principle of science through games can personally solve the game in cooperation with the leaners of a team and find principle of strength and motion which is to be applied to solving the game. By personally designing and making new games learners can enhance the ability of convergence of thinking. It is expected that the program developed in this paper can enhance imaginativeness of thinking and interest in science which lead to affirmative changes.

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