Purpose of this study is to clarify the effect of creative science writing for interest of biology and scientific attitude on high school student. Creative science writing is a learning method to enhance comprehension and expression of thinking of science contents related to daily life. 148 students were recruited and divided into two groups, experimental group were experience creative science writing lessons. On the other hand, contrary group were applied interest enhancement lessons excepted creative science writing activity. To investigate the effect of creative science writing, interest check of biology was used, and scientific attitude test was used to understand changes in student's scientific attitude. Experimental group had taught using creative science writing and their awareness of the instruction was analyzed with questionnaire. As a result of this study, the class based on creative science writing was effective in improving high school students' interest in biology and in particular it was helpful in promoting interest in biology and learning of biology. It suggested that the class based on creative scientific writing used a new teaching method unlike existing methods, caused them to have interest in the instruction by making them express their daily life freely not to memorize learning contents, applied learning contents to daily life through many kinds of writings and then enhanced their interest in biology. Indeed, the class based on creative science writing had the positive influence on changes in the scientific attitude of high school students. Since creative science writing is writing one's own idea through extensive thinking based on learning contents, it was effective in arranging the process of thinking and changing their scientific attitude into positive one. Consequently, it was concluded from the above results of the research that the teaching using creative science writing was available as the effective teaching methods to improve high school students' interest in biology and change their scientific attitude into positive one.
The 2015 revised curriculum is structured around the core competencies of the 21st century, this is in line with the world's flow of education, such as OECD Education 2030. A future practical leading model was studied to provide a variety of creative teaching and learning experiences to elementary and Secondary students using intelligent information technology to cultivate core competencies such as ICT and computing thinking. In order for this practical model to stably settle the school field, the training was planned and operated to strengthen the creative convergence education capacity required by the teachers at the unit school through various types of the training. In particular, a nationwide administrators training program was operated for three years, reflecting the new curriculum, teaching and learning methods, and evaluation that can lead to future convergence talent training. In this paper, the perception of creative convergence education was investigated and analyzed considering the influence that administrators may have on the school field. Based on this, through the three-year operation results of the training, it was intended to establish a new training method for stable access to future creative convergence education under the post-corona era's social issues.
Journal of the Korean Society of Earth Science Education
/
v.12
no.1
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pp.27-39
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2019
The purpose of this study is to develop a STEAM program for teaching climate change through CLAMP (Climate-Leaf Analysis Multivariate Program) paleoclimate inquiry in connection with high school 'Integrated Science' subject. In order to do so, we analyzed the 2015 revised national curriculum and science textbook in terms of the PDIE instructional design model, and developed the teaching-learning materials for 10 class hours through expert panel discussion and pilot test. According to the STEAM class procedure, in the situation presentation stage, the fossil leaves were collected from the dicotyledon plants near school, and the LMA (Leaf Margin Analysis) climate inquiry activity. was presented as the learning goal. During the creative design stage, students were taught about geology and leaf fossils in the study region, and CLAMP input data (31 characteristics of morphotype and leaf architectural of fossil leaves) were given. In the emotional experience and new challenge stage, we collected leaf fossils for outdoor learning, explored paleoclimate with CLAMP method, and promoted climatic literacy in the process of discussing tendencies and causes of Cenozoic's climate change. The validity of the development program was assessed (CVI .84) as being suitable for development purpose in all items through the process of establishing reliability among expert panel. In order to apply the program to the high school, a pilot test was conducted to supplement the discrepancies and to review the suitability. The satisfaction rate of the participants was 4.48, and the program was complemented with their opinions. This study will enable high school students to have practical knowledge and reacting volition for climate change, and contribute to fostering students' climate literacy.
Asia-Pacific Journal of Business Venturing and Entrepreneurship
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v.12
no.2
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pp.65-76
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2017
The purpose of this study is to promote the activation of creative problem - solving education in Korea through the case of countries leading education for creative problem solving in order to overcome the limitation of creative problem solving education in Korea. Based on 5 success factors by our cases of United States, Singapore, and Dublin City University in Ireland, we focused on the cases and extracted five key characteristics of creative problem solving education. The university should be able to provide various information gathering and theoretical knowledge for problem definition as well as continuing guidance and mentoring, rather than one-time teaching, in the form of teaching-student cooperative learning paradigm. Second, the class should be a team - based learning team which is a key factor in overseas universities' policy, so as to be able to identify differentiated, new ideas and creative problem solving methods based on knowledge and experience sharing. The creative problem solving method derived from education could be able to collect, organize, and apply to the field continuously and comprehensively about the learning process of the individual. Evaluation of curriculum should be based on characteristics of school and characteristics of students. The results of creative problem-solving education should be evaluated in order to continuously develop and create value in addition to the outcomes of the class. Therefore, it is necessary to develop an evaluation process for each university. The university should try to make creative problem solving education create value through specialization of university. Based on this, we propose a creative problem solving education framework.
Journal of The Korean Association of Information Education
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v.6
no.1
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pp.98-109
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2002
In this knowledge-based society, a man of ability should be able to be possessed of abilities to create new knowledge while selecting, acquiring and processing knowledge and information in line with his own purpose and communicating it to other people and sharing it with them. With the aid of the emergence of web, cyber learning in the form of web-based instruction is brought to the fore. Yet, the established way of cyber learning is based on the system where learners should proceed with this study on his own instead of relying on the interaction between teachers and learners. The established way of cyber learning leaves something to be desired in terms of the application of the way to class, being almost bereft of a system capable of recreating knowledge as the result of study. Accordingly, this study is designed to develop a cyber learning system using models with the concepts of knowledge construction. The system enabled students to cultivate abilities to analyze materials and to improve creativity, producing the following system; applying it to the teaching-learning process of social studies: the system capable of being applied to a series of process from the stage of grasping problems to the stage of learning completion; the system enabling teachers and students as well to produce study results; the system enabling students to recreate knowledge in the form of homepages from constructed learning resources instead of producing fragmental knowledge.
Purpose: This study was conducted to examine the effects of simulation-based education regarding care in a cardio-pulmonary emergency care as related to knowledge, clinical performance ability, and problem solving process in new nurses. Methods: An equivalent control group pre-post test experimental design was used. Fifty new nurses were recruited, 26 nurses for the experimental group and 24 nurses for the control group. The simulation-based cardio-pulmonary emergency care education included lecture, skill training, team-based practice, and debriefing, and it was implemented with the experimental group for a week in May, 2009. Data were analyzed using frequency, ratio, chi-square, Fisher's exact probability and t-test with the SPSS program. Results: The experimental group who had the simulation-based education showed significantly higher know-ledge (t=5.76, p<.001) and clinical performance ability (t=5.86, p<.001) for cardio-pulmonary emergency care compared with the control group who had traditional education but problem solving process was not included (t=1.11, p=.138). Conclusion: The results indicate that a simulation-based education is an effective teaching method to improve knowledge and clinical performance ability in new nurses learning cardio-pulmonary emergency care. Further study is needed to identify the effect of a simulation-based team discussion on cognitive outcome of clinical nurses such as problem solving skills.
The Journal of the Korea institute of electronic communication sciences
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v.16
no.6
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pp.1317-1322
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2021
Software in the era of the Fourth Industrial Revolution is becoming a key foundation in an intelligent information society. Therefore, it is necessary to study the new direction of manpower training and education that can cope with the times. To this end, the Ministry of Education reorganized the curriculum and is implementing software education based on a logical problem-solving process based on computing thinking skills rather than acquiring general ICT knowledge. However, there is a lack of securing high-quality educational content for software education, and there is also a lack of teaching aids that can be taught in connection with advanced IT technologies. To overcome this, this paper proposes the development of external expansion devices to expand educational content and functions capable of convergent software education such as artificial intelligence using coding robots for software education. Through this, effective software education is possible by improving the curriculum of the existing simple problem-solving method and developing various learning materials.
Journal of Elementary Mathematics Education in Korea
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v.17
no.2
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pp.265-283
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2013
This research puts the purpose in examining the general trend of mathematics underachievers in the elementary school based on the analysis results of mathematics diagnostic assessment of mathematics underachievers and the recognition of teachers and students. To achieve research questions, this research analyzed the results of diagnostic assessment of mathematics underachievers from the third grade to the sixth grade of two elementary schools, Seoul, carried out in March, 2010. Results were classified according to grades and genders. Each analysis was performed under the standards of frequency and frequency level. Secondly, questionnaires were conducted, and general trend of mathematics underachievers were analyzed. Conclusion based on research results above can be drawn as follows: Firstly, as a result of analyzing the general trend of mathematics underachievers in the elementary school, mathematics underachievers appeared to be accumulated and intensified as their grade is ascended. Therefore, support and encouraging students to experience mathematics positively and successfully from the elementary school is needed. In addition, to prevent the accumulation of learning deficiency, preventive measures should be taken from the lower grades. Secondly, the possibility of accumulating learning deficiency due to the selection method in deciding underachieving only with total scores should not be disregarded. Therefore, since the accumulation of learning deficiency can be worked as a new factor of learning underachieving, the amendment of teaching methods in learning underachieving based on objective data analysis is required. Thirdly, teachers and students recognized that the learner is the main factor of mathematics underachieving. This indicates that mathematics learning difficulty is improved through the education of learners. Therefore, studies on mathematics underachievers should be activated, and the effective education program should be developed.
With recent advancement in informational sciences, educational systems are undergoing a revolutionary facelift on how students attain their education. These developments have diminished the traditional method of teaching and learning and have improved the overall quality of the educational environment. They have also ignited the birth of cyber-education in which students have the flexibility and responsibility on what and when to study, thus providing a greater freedom to control one's education. Cyber-educational environment not only requires physical hardware but also an organizational structural component and most importantly, a software component that drives and gives the student management power to tailor their studies based upon their educational requirements. Due to the fact that individuals learn and develop at different rates, one of the important features of a cyber-educational program will be its ability to adjust and customized to individual needs and requirements. In this thesis, a novel software which encompasses these ideas was designed and developed. This program allows the individual more flexibility and management of courses based on their ability and needs. Because the software customizes to one's ability and it allows the student to advance at a more comfortable pace, it boosts the student's confidence and desire to learn. In the future, new and improved programs similar to the one developed here will further enhance the cyber-educational environment and will undoubtedly improve the overall quality of student's education.
The purpose of this RSP program is to enhance the invention gifted students' creative thinking and self-efficacy in studying. This program has 20 subcategories and interesting activities attracting students' attentions which are based on TRIZ's 40 principles of invention. 3-Steps to learning, which are - experiencing, recognizing, and inventing are arranged as teaching methods of RSP program. In the first step, experiencing, students are motivated and get a glimpse of the principles of invention while experiencing innovative products. In the next step, recognizing, students grasp the related scientific principles from the products. In the last step, inventing, students are given keys to solutions for problematic situations and then they create new ideas after repetitive encounters with several products made by similar principles. RSP program is different from other programs in that it has this 'inventing' step, where students can create new ideas based on related basic knowledge. In conclusion, RSP program is systematically well organized with 4 steps(purpose, contents, teaching method and evaluation) and is shown to enhance invention gifted students' creativity and self efficacy in studying. Therefore, the RSP program is shown to be a reliable and useful program, and may be used in the classes for positive results.
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