• Title/Summary/Keyword: convergence thinking

Search Result 598, Processing Time 0.03 seconds

Effectiveness Analysis of a STEAM Program Utilizing Digital Astronomy and Space Resources for 6th Graders in Elementary School (초등학교 6학년을 위한 디지털 활용 천문우주 STEAM 프로그램의 효과 분석)

  • Youn-Jeong Heo;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
    • /
    • v.17 no.2
    • /
    • pp.168-180
    • /
    • 2024
  • In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.

The Study about Nursing Students' Experience on Emergency Room Environment Observation (간호 대학생의 응급실 관찰 경험)

  • Kim, Hae-Ok;Seo, Bong-Hwa;Nam, Mun-Hee;Park, Euna
    • Journal of Digital Convergence
    • /
    • v.11 no.12
    • /
    • pp.589-598
    • /
    • 2013
  • The research about nursing students' experience on the clinical environment observation is essential to developed effective strategy for clinical education and to improve quality for clinical practice of nursing education. This study is aimed to above goal by the report about nursing students' experience on emergency room environmental observation. The number of participants is 30 nursing students who are senior in the practicing at emergence room. Data analysis was centered on scrutinizing the contents of the participants' replies in order to deduce any relevant meaning. Also, data were analyzed by the meaning of learning based on self-examination through the practical learning. The positive and negative topics stated. Nursing students' experience on emergency room observation will supply the thinking about their own self-portrait in near future, and will give self reflection about correct nursing interventions to nursing students.

The Effect Analysis of Software Testing (소프트웨어 테스팅 영향도 분석)

  • Jung, Hye-Jung
    • Journal of Digital Convergence
    • /
    • v.12 no.1
    • /
    • pp.371-377
    • /
    • 2014
  • Software quality is very important in software. We think, software testing is very important in point of functionality, usability. But, we have to consider about all of the software quality. We change our thinking about software quality from time to time. In this paper, we try to the best to find important factors by the number of testing dates and the number of testing in point of functionality, usability, reliability, efficiency, portability, maintainability. We study the mean of the number of faults according to products. We find the difference the number of errors by sex of tester.

The Future Direction of Information Education in University according to Computerization (컴퓨터화에 따른 대학 정보화 교육의 방향)

  • Kim, Dong-Joo;Ha, Eun-Yong
    • Journal of Digital Convergence
    • /
    • v.13 no.10
    • /
    • pp.33-40
    • /
    • 2015
  • Today the computerization in overall civil life is globally progressing, and software plays a central role in all interdisciplinary areas of society. These changes of information environments lead to the change of values and paradigm shift, and the change of Korean educational policies is also happening. As human-machine interaction is becoming ubiquitous, code literacy is going to play an important role before long. Despite these transitions, information education in universities in Korea focuses on just driving application programs. In this paper, we explore overall educational system and curriculum of universities in Korea. And we present educational factors corresponding to educational levels and contents. Presented five factors coupling three educational contents and three educational levels may be dedicated to design curriculum.

A Study on the MIS curriculum directions and courses based on the MIS identity and IS core competency (MIS 정체성과 IS 핵심 역량 관점의 MIS 교육과정 방향 및 내용에 관한 연구)

  • Chang, Yun-Hee
    • Journal of Digital Convergence
    • /
    • v.10 no.1
    • /
    • pp.253-270
    • /
    • 2012
  • In a rapidly changing IT and business management environment the demand for competent IS personnels is increasing. However, it is ironic that the number of IT and IS majors has sharply decreased as well as the widespread skepticism of IS identity. This research suggests directions to differentiate MIS to other IT majors, diversify IS core competency and make general improvements in MIS curriculum. The research recommend the courses of IS Strategy and policy, ITA/EA, Global IT Management, Emerging Technologies, DW/DM, BI, IT Service Science, Project Management, IT Consulting and integrated capstone which are few in Kore universities. This research also stress the course of soft skills like business communication, team building, analytic/logical thinking, rational problem solving and so on as a important IS competency. The pedagogy of course is important, so the research recommend the internship, mentoring programme, lecturers in industry according to industrial - educational cooperation.

Operational Implication of R-WeSET Program through Women Students and Companies' Perception and Assessment on the Basis of NCS Key Competency (이공계 여대생과 기업의 NCS 기반 직업기초능력 중요도 인식 및 평가에 의한 R-WeSET 프로그램 운영의 시사점)

  • Kim, Hyun Ju;Pak, Sung Sine
    • Journal of Engineering Education Research
    • /
    • v.21 no.1
    • /
    • pp.27-36
    • /
    • 2018
  • This study aims to deduce operational implication of R-WeSET program through women students in science & engineering and companies's perception and assessment on the basis of NCS key competency. The significant results are as follows. Firstly, companies and women students in science & engineering share a similar perception on importance of NCS key competencies. The programs should be reviewed and improved for women students who are truly aware of companies' needs. Secondly, the main areas of NCS key competency that are poor in companies' perception are 'positive thinking & drive', 'creativity & challenge spirit', 'communication skills' and 'problem-solving skills'. To enhance these weak skills, activating the actual programs such as "Convergence Design Camp", "Field Adaptability Improvement" and developing the new communication program are required. Lastly, most of women students have attained the satisfying result from "Field Competency Reinforcement Program". Especially, "Industry Field Training" shared the great progresses on all skills of key competency, hence why the progressive model should be developed in the future. This study figures out who's the right person for the 4th Industrial Revolution era, producing a meaningful result in order to change in the higher education system of women students and to grow human resources who will contribute to the community and company.

A Study on Preschool Children's Perceptions of a Robot's Theory of Mind (유아에게 인지된 로봇의 마음이론에 관한 연구)

  • Lee, Hawon;Shin, Wonae;Cho, Hyekyung
    • The Journal of Korea Robotics Society
    • /
    • v.15 no.4
    • /
    • pp.365-374
    • /
    • 2020
  • In this paper, we analyzed how 5-year-old children perceive a robot's ability to attribute mental states to oneself and to others, which shall hereafter be referred to as a robot's theory of mind (RToM). A total of 34 5-year-old children were given two typical false-belief tasks, an 'unexpected-contents task' and a 'change-of-location task', in order to evaluate whether a child's perceived RToM was connected to their own ToM. In addition, we investigated whether a child's perception of RToM was influenced by either a priori experience with robots or that child's gender. The results are as follows. Firstly, the 5- year-old preschool children universally recognized robots as beings that have a human-like mind both in 1st order and 2nd order perspectives, which indicates that children perceive robots as beings distinct from mechanical toys. Secondly, a priori child-robot interaction experience was found to have a positive influence on a child's perceived RToM. Thirdly, the gender of children did not significantly affect their perceived RToM. This study serves to add to the macroscopic results of prior research, which indicate that children perceive robots as intermediate beings between living and inanimate objects: significantly, it analyzes the children's perception of robots through the lens of theory of mind, which is one of the key elements of cognitive development. This research lays the foundations for designing effective child-robot interactions, in situations in which robots serve as peers or assistants for educational purposes.

Analysis of relationship between K-CESA and creativity confluence competency and coaching skill of undergraduate students (대학생 핵심역량(K-CESA)이 창의융합역량에 미치는 영향과 코칭역량의 매개효과)

  • Park, Ji-Young
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.5
    • /
    • pp.206-215
    • /
    • 2020
  • This study analyzes the relationship between K-CESA of undergraduate students, and their coaching skill and creativity confluence competences. Totally, 344 students attending private colleges in G province were evaluated for their competence. The data collected were analyzed by descriptive statistics, Pearson's correlation analysis, multiple regression analysis and Sobel test, using the SPSS/PC 22.0 computer program. Our results indicate that K-CESA, coaching skill, and creative convergence fulfill the assumption of normality. Moreover, significant positive relationships were determined between K-CESA and creativity confluence, as well as between coaching skill and creativity confluence. Furthermore, K-CESA was an important factor that predicts the creativity confluence competency, and coaching skill had mediating effects on the relationship between K-CESA and creativity confluence competency. In conclusion, our results indicate that K-CESA and coaching skills are important factors that will help strengthen creativity confluence competences.

A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.5
    • /
    • pp.674-682
    • /
    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.

Meaning and Symbolism of the Patterns on Gilt Bronze Shoes from Three Kingdoms Era (삼국시대 금동신발 문양의 의미와 상징성)

  • Lee, Jae-Young
    • The Journal of the Korea Contents Association
    • /
    • v.18 no.10
    • /
    • pp.618-630
    • /
    • 2018
  • The contemporary shoes have been progressively trying a variety of designs using patterns as well as the formative change. However, for making those patterns secure the continuing values as the design having global competitiveness without being a temporal trend, it is required to develop the patterns which reflect the unique identity of Korea. Such development can be realized through the analysis on the traditional patterns of Korea. The patterns are the symbol of collective values. The traditional patterns implicitly express the philosophical thinking of members in a society as having been inherited up to now. Thus, this paper analyzed the gilt bronze shoes in Three Kingdoms Era using the patterns as unique design elements among traditional shoes of Korea. The symbolism of those patterns was expressed as transcendence of time and space, harmony of spirit and materials, and convergence of a region and religion. On the aspect that our ancestors interpreted and overcame the bounds of nature around human beings, pursued the ideal beyond reality and accepted a variety of thoughts, it is considered that the patterns used in gilt bronze shoes expressed anthropocentricism, idealism and inclusivism.