Journal of The Korean Association of Information Education
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v.24
no.5
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pp.483-494
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2020
With the advent of the 4th Industrial Revolution, interest in AI education is increasing. In order to cultivate talented people with AI competencies who will lead the future, AI education must be conducted in a sound manner at the school site. Although AI education is being conducted at home and abroad, it was determined that the role of the AI education platform is important to implement better AI education, so this study investigated the perception of experts on the AI education platform. A perception survey was conducted based on five criteria: teaching and learning management, educational contents, accessibility, performance of AI education platform, and level suitability of elementary school students. As a results, the number of 103 educational experts selected 'Entry' as the most proper platform among the eight platforms - 'Machine learning for Kids', 'Teachable Machine', 'AI Oceans(code.org)', 'Entry', 'Genie Block', 'Elice', 'mBlock' and etc. Analysis shows that this is because 'Entry' provides quality educational content, has convenient accessibility, is easy to manage teaching and learning, as well as an AI education platform suitable for the level of elementary school. In order to apply various AI education platforms to the school field, it is necessary to train teachers in AI-related training to train them as AI education experts, and to continuously provide opportunities to experience AI education platforms. In this study, there are limitations to what is called 'a population perception survey'. because only 103 people were surveyed, and most of the experts are working in a specific area(Gyeonggi-do). In the future, it is judged that research targeting experts at the national level should be conducted to supplement these limitations.
Journal of the Korean Society of Earth Science Education
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v.15
no.1
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pp.117-131
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2022
The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.
The purpose of this study is to present a reflective review of the earth and universe units from the revised elementary curriculum of 2007-2015 and suggest changes in the 2022 revised curriculum. For this purpose, we conducted an FGI with earth science educators and elementary school teachers regarding the content elements and system, the achievement standards and inquiry activity composition, and the vertical and horizontal curriculum connectivity. Free response and weighted hierarchical analysis items were incorporated into the FGI to ensure logical consistency of the inductively derived improvement. This analysis revealed that the composition of units by grade group had been unevenly distributed among each of the "earth systems" until the 2015 revised curriculum was finalized. Furthermore, the basic concept was still insufficient. We suggest that achievement standards centered on the learning content and skills must state specific scientific core competencies, and inquiry activities should include rigorous critical thinking, student written responses, and student inquiry and analysis. In the hierarchical analysis items, FGI emphasized the inclusion of essential content elements rather than reduction of content elements, understanding-oriented concept learning rather than interest-centered phenomenon learning, basic concept division learning before integration between subjects, and expanding vertical-horizontal connectivity rather than repeating and advancing learning. There is a limit to the generalizing the suggestions proposed in this study to the common opinion of elementary earth science experts. However, since the main vision of the 2022 revised curriculum is to gather opinions through educational entities' participation in a variety of educational subjects, it is suggested that our results should be incorporated as one of the opinions proposed for the 2022 curriculum revision.
Viewing and approaching problems based on computational thinking can be improved through informatics education, which is essential for students to live in a future society. The purpose of this study is to analyze the operation status of informatics subjects that have become general electives in the 2015 revised curriculum, and to contribute to enhancing the effect of future informatics subject. To achieve this goal, a questionnaire was conducted for 400 students who graduated from high school in 2015-2016, and five students and five informatics subjects teachers were interviewed. Operation period of Infomatics subject, contents, method and evaluation method were analyzed. As a result, the operation of informatics subjects varied greatly from the second semester of the first year to the second semester of the third year. The most common method was teaching type, but the percentage of self-study was high in the second semester of the third year. The contents of the study did not learn all the contents, and the use rate of textbooks was low in the class. This study confirmed that the informatics subject class did not proceed in the form of observing the curriculum similarly to other subjects excluded. It is also significant that for the first time, the operational status of informatics subjects was analyzed.
The purpose of this study is to analyze the current situation of EduTech, which is proposed as a way to build a flexible learning environment regardless of time and place according to the use of digital technology in mathematics subjects. The process of designing classes to use the EduTech platform, which is still in the development introduction stage, in public education is still difficult, and research to observe its effects and characteristics is also in its early stages. However, in the stage of preparing for future education, it is a meaningful process to grasp the current situation and point out the direction in preparation for the future in which EduTech will be actively applied to education. Accordingly, the current situation and utilization trends of EduTech at home and abroad were confirmed, and the functions and roles of EduTech platforms used in mathematics were analyzed. As a result of the analysis, the EduTech platform was pursuing learners' self-directed learning by constructing its functions so that they could be useful for individual learning of learners in hierarchical mathematics education. In addition, we have confirmed that the platform is evolving to be useful for teachers' work reduction, suitable activities, and evaluations learning management. Therefore, it is necessary to implement instructional design and individual customized learning support measures for students that can efficiently utilize these platforms in the future.
This study was conducted to examine the remuneration curriculum of vocational ability development training teachers and instructors and to examine ways to apply micro credentials. To this end, the current status of the remuneration curriculum of vocational ability development training instructors and instructors at K University's Competency Education Development Institute, the characteristics of micro credentials, and the possibility of linking the remuneration curriculum to micro credentials are as follows. First, most of the recognition of digital certificates was positive for digital certificates such as digital credit, digital badge issuance, and recognition of the recognized qualification process of maintenance education when completing the training course. In addition, as a method of applying micro credentials to conservative education, various cases were proposed to benefit from conservative education, systematization and grading of the qualification process, and credit of the qualification process. Second, as an institutional supplement to enhance the utilization of conservative education using micro credentials, the need to expand NCS-based major conservative education, provide efficient learning contents and learning methods, and set minimum completion time. In addition, the most common response as a way to improve the understanding of teachers and instructors in vocational ability development training was the micro credential promotion plan. Third, in the role of conservative education institutions and vocational ability development training instructors and instructors, conservative education institutions mention maintaining educational quality the most, and active participation was the role of vocational ability development training instructors. Through this study, it is expected to establish a vocational training environment that can enhance expertise and provide a practical portfolio of practical competency history by linking the remuneration curriculum of vocational competency development training instructors and micro credentials.
Typhoons are significant meteorological phenomena that cause interactions among the ocean, atmosphere, and land within Earth's system. In particular, wind speed, a key characteristic of typhoons, is influenced by various factors such as central pressure, trajectory, and sea surface temperature. Therefore, a comprehensive understanding based on actual observational data is essential. In the 2015 revised secondary school textbooks, typhoon wind speed is presented through text and illustrations; hence, exploratory activities that promote a deeper understanding of wind speed are necessary. In this study, we developed a data visualization program with a graphical user interface (GUI) to facilitate the understanding of typhoon wind speeds with simple operations during the teaching-learning process. The program utilizes red-green-blue (RGB) image data of Typhoons Mawar, Guchol, and Bolaven -which occurred in 2023- from the Korean geostationary satellite GEO-KOMPSAT-2A (GK-2A) as the input data. The program is designed to calculate typhoon wind speeds by inputting cloud movement coordinates around the typhoon and visualizes the wind speed distribution by inputting parameters such as central pressure, storm radius, and maximum wind speed. The GUI-based program developed in this study can be applied to typhoons observed by GK-2A without errors and enables scientific exploration based on actual observations beyond the limitations of textbooks. This allows students and teachers to collect, process, analyze, and visualize real observational data without needing a paid program or professional coding knowledge. This approach is expected to foster digital literacy, an essential competency for the future.
The 2015 revised science curriculum and NGSS (Next Generation Science Standard) suggest computational thinking as an inquiry skill or competency. Particularly, concern in computational thinking has increased since the Ministry of Education has required software education since 2014. However, there is still insufficient discussion on how to integrate computational thinking in science education. Therefore, this study aims to prepare a way to integrate computational thinking elements into scientific inquiry by analyzing the related literature. In order to achieve this goal, we summarized various definitions of the elements of computational thinking and analyzed general problem solving process and scientific inquiry process to develop and suggest the model. We also considered integrated problem solving cases from the computer science field and summarized the elements of the Computational Thinking-Scientific Inquiry (CT-SI) model. We asked scientists to explain their research process based on the elements. Based on these explanations from the scientists, we developed 'Problem-finding' CT-SI model and 'Problem solving' CT-SI model. These two models were reviewed by scientists. 'Problem-finding' model is relevant for selecting information and analyzing problems in the theoretical research. 'Problem solving' is suitable for engineering problem solving process using a general research process and engineering design. In addition, two teachers evaluated whether these models could be used in the secondary school curriculum. The models we developed in this study linked with the scientific inquiry and this will help enhance the practices of 'collecting, analyzing and interpreting data,' 'use of mathematical thinking and computer' suggested in the 2015 revised curriculum.
This study was conducted to develop and apply an out-of-school STEAM program model based on Social-Emotional Learning (SEL) for underprivileged students in the lower grades. To this end, a STEAM program based on SEL was developed, with the following characteristics. First, by integrating traditional STEAM learning elements and SEL elements, a structured program was designed with consistent stages, including mindfulness meditation→present an authentic situation→creative design→emotional experiences→reflection. Second, the program was structured so that elementary school students could develop mathematical thinking and scientific inquiry skills in problem-solving situations in daily life. Third, the detailed themes for each STEAM program involved storytelling-based problem situations, as well as activities centered on play and sympathy to reflect the educational needs of underprivileged students. From these characteristics, a total of five programs were developed and applied to 16 teachers and 354 lower-grade elementary school students in 16 community children centers nationwide. The results were as follows. First, while students' satisfaction with the STEAM program was 4.16, there were no significant differences in STEAM satisfaction according to gender. Second, while all students' interest and self-efficacy, which was one of sub factors of STEAM attitude, were significantly improved, no significant difference was seen in STEAM attitudes according to gender. Third, although students' SEL competencies were not significantly improved, relationship skills, which were among the sub factors of SEL competencies, were significantly improved, and there were no significant differences in SEL competencies according to gender. From these results, a discussion on the effect of the out-of-school STEAM program for underprivileged students and directions for follow-up studies was suggested.
Journal of The Korean Association For Science Education
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v.43
no.1
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pp.17-28
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2023
In line with the entry into the digital-based intelligent information society, the science curriculum emphasizes the cultivation of scientific competencies, and computer-based test (CBT) is drawing attention for assessment of competencies. CBT has advantages to develop items that have high fidelity, and to establish a feedback system by accumulating results into the database. However, it is necessary to solve the problems of improving validity of assessment results, lowering measurement efficiency, and increasing management factors. To examine students' responses to the introduction of the new assessment tools in the process of transitioning from paper-based test (PBT) to CBT, in this study, we analyzed the results of the PBT and the CBT conducted in 2021 National Assessment of Educational Achievement (NAEA). In particular, we sought to find the effects on student achievement when only the mode of assessment was changed without change of items, and the effect on student achievement when the items were composed including technology enhanced features that take advantage of CBT. This study is derived through the analysis of the results of 7,137 third-grade middle school students taking one among the three kinds of assessments, which were the PBT or two kinds of CBT. After the assessment, the percentage of correct answers and the item discriminations were collected for each group, and expert opinions on characteristics of response were collected through the expert council involving 8 science teachers with experience in NAEA. According to the results, there was no significant difference between students' achievement results in the PBT and the CBT-M, which means simple mode conversion type of CBT, so it could be explained that the mode effect did not appear. However, it was confirmed that the percentage of correct answers for the construct response items was somewhat high in the CBT, and this result was analyzed to be related to the convenience of the response. On the other hand, there were the items with a difference of more than 10%p from the correct answer rate of similar items, among the items to which technology enhanced functions were applied following the introduction of CBT. According to the analysis of response rate of options, these results could be explained that the students' level of understanding could be more closely grasped through the innovative items developed through the technology enhanced function. Based on the results, we discussed some guidance to be considered when introducing CBT and developing items through CBT, and presented implications.
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