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An Analysis on the Behavioral Characteristics of the Scientifically Gifted Students (과학 영재의 행동 특성 분석)

  • Lee, Hang-Ro
    • Journal of the Korean earth science society
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    • v.32 no.3
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    • pp.294-305
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    • 2011
  • This study was to examine the differences of behavioral characteristics between scientifically gifted students and ordinary students. The subjects were 40 scientifically gifted students (27 males and 13 females) and 38 ordinary students (21 males and 17 females). The study specifically analyzed the several characteristics including logical thinking, science process skills, creativity, earth science creativity, self-directed learning, and cognitive style. The results were as follows; First, while 94.74% of scientifically gifted students reached the formal stage, only 36.36% of ordinary students reached it in logical thinking. Second, scientifically gifted students gained higher scores than ordinary students did in science process skills (average 8.11), creativity (average 8.27), earth science creativity (average 6.73), scientific attitude (average 10.79), self-directed learning (average 21.60). Third, 70% of scientifically gifted students and 60.53% of ordinary students showed to have the characteristics of field independent thinking. These results implied that the behavioral characteristics of scientifically gifted students should be included in science gifted education for the pursuit of the essential gifted education and maximization of its efficiency.

A Courseware for the Learning of Visual Basic on the Web (초등학생을 위한 비주얼베이식 교육 시스템 개발)

  • Jin, Hyun-Sik;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.7 no.3
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    • pp.299-308
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    • 2003
  • Programming education in the area of ICT instruction is usually considered as contributing to the improvement of one's analytical power, logic in thinking, and procedural problem-solving capabilities. However, it is hard to get access to adequate web coursewares in suit with their intellectual level of development of Korean elementary students. Most of the existing coursewares, if any, are dealing with high level and theory-oriented contents, and accordingly are quite difficult for the elementary students to understand them. In addition, it is very difficult to practice them on the Web. Drawing upon some ideas on the theories of Web-based design and learning, this study tries to develop and materialize a fresh learning courseware for Visual Basic. The Web courseware thus developed allows students to learn the basics of visual basic programming as well as the basic grammar. It also provides students with an environment that enables students to code and run programs on the Web.

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Development of Robot Programming Education System for Children based on Storytelling (초등학생을 위한 스토리텔링 기반 로봇 프로그래밍 교육 시스템)

  • Lee, Jae-Inn;Sung, Young-Hoon
    • Journal of The Korean Association of Information Education
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    • v.15 no.2
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    • pp.295-305
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    • 2011
  • By using robot programming curriculums, we are able to help the learners to improve academic achievement. But these curriculums reduce the level of participation, because most of the robot programming curriculums consists mainly of understanding simple grammatical sentences. Storytelling provides a variety of educational methods to improve logical thinking of children on their experiences and offers positive learning motivations to the learners. In this paper, we proposed the robot programming curriculum using storytelling and implemented the system to support it. By using this curriculum and visualization tools in this system, children can make a robot story and model easily with others. In addition, this robot programming curriculum and system can provide learning motivation and academic achievement to the children continuously.

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The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude (CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Lee, Kyung-Hwa
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.77-88
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    • 2008
  • A programming education has favorable influence on creative / logical thinking and problem solving ability of students. However, students typically have to spend too much effort in learning basic grammar and the usage model of programming languages, which negatively affect their eagerness in learning. In this respect, we proposed to apply the 'Scratch' using the Creative Problem Solving(CPS) Teaching Model; Scratch is an easy-to-learn and intuitive Educational Programming Language(EPL) that helps improving the problem solving ability of the class. Then we verified the effect of Scratch EPL through the design of both pretest and posttest for a subject group. In summary, the CPS based Scratch EPL was shown to significantly improve the problem solving ability and also help them develop favorable attitude in programming.

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Design and Application of Math Class with Robot (로봇 활용 수학수업의 설계 및 적용)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.43-52
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    • 2013
  • As a tool of programming education, a robot is effective in creative problem solving abilities and logical thinking skills. It also provides practical, operational learning experience to learners, when using as a tool of learning, it can help learners' specific understanding for the contents of education and lead to an active participation in learning. This research focuses on the robot's instrumental use in the mathematics class. So the lesson activities with relation to the fourth grade math curriculum were developed after the functional analysis of the robot and the extraction of educational utilization with function. The result shows that there wasn't a significant difference in achievement test but there was a positive response in the most of the survey items. It shows that robots lead to an active participation in class, to be interested in math class and were helpful to understand math concepts. There was also a positive response in the result of learner interviews such as dynamic, collaborative communication, experiential, practical lessons that are rare sights in normal math class.

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A study of ways using calculator in elementary mathematics textbook (교과서에서 계산기의 활용 방안)

  • Ahn Byoung Kon;Kim Yong Tae
    • Journal of Elementary Mathematics Education in Korea
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    • v.2 no.1
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    • pp.23-40
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    • 1998
  • Recent years have seen an increased demand for calculators as a learning and teaching tool. It is asserted calculators should be utilized as an instructional tool before computers considering their lower price, connivence of easy, and variety of function. Towards this end, it is essential that we persuade teachers and parents who worry that the use of calculators would result in a decrease in students' ability to calculate. Specifically, effort should be made to point out the advantage that calculators have. First of all, calculators could lessen the mental and time pressure attendant upon paper-and-pencil calculation. It have also been reported that calculators are effective in teaching the concept unalgorithmal content, learning of principle, and problem-solving skills, In light of these advantages, this study investigates the kinds of practice items that can be included in the textbooks to help students develop computing skills using calculators.

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The Effects of Physics Teaching-Learning Method Using Storytelling on Scientific Attitudes and Perception of Concepts Understanding (스토리텔링을 활용한 물리 교수·학습 방법이 과학적 태도와 개념 이해 인식에 미치는 효과)

  • Son, Jeongwoo
    • Journal of Science Education
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    • v.41 no.2
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    • pp.213-225
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    • 2017
  • Most students have difficulties and negative perceptions about physics learning. Especially, it is difficult to understand the whole context by learning based on logical-scientific thinking which excludes narrative thinking. This study aims to develop a storytelling teaching-learning method using the narrative thinking in physics lessons for improving the difficulty of students of physics learning, For this purpose, a storytelling teaching-learning method that can improve scientific attitude and understand and change the concepts was developed through literature research. The following results were confirmed its effects to apply high school students and middle school students. First, the teaching-learning method using the storytelling for high school students with low interest in learning had a significant effect in science-related occupation, interest in science and science-related activities, criticism, openness, cooperation, and spontaneity. Second, the middle school students who are active in learning recognized that teaching and learning methods using storytelling helped to understand physics concepts. The storytelling teaching-learning method developed through this study is expected to stimulate students' interest and motivation in physics and to be useful for learning concepts by improving their scientific thinking skills.

A Learning Method of Stack and Queue through Solving Maze Exploration Problems with Robots (로봇의 미로 탐색 문제해결을 통한 스택과 큐 학습 방안)

  • Hong, Ki-Cheon
    • Journal of Digital Convergence
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    • v.10 no.11
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    • pp.613-618
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    • 2012
  • ICT education guidelines revised in 2005 reinforce computer science elements such as algorithm, data structure, and programming covering all schools. And Ministry of Education emphasizes STEAM education. Most important is that "How instruct them". This means necessity of contents. So this paper suggests learning method of Stack and Queue using LEGO MINDSTORMS NXT. The main purpose is that how stack and queue are used, when robot explore realistic maze. Teaching and learning strategies are algorithm, flowchart, and NXT-G programming. Simple maze has path in left or right, but complex maze has three-way intersection. These are developed by authors. Master robot explores maze and push stack, and then return to entrance using stack. Master robot explores maze and transmits path to slave's queue. And then slave robot drives without exploration. Students can naturally learn principles and applications of them. Through these studies, it can improves ability of logical and creative thinking. Furthermore it can apply to ICT and STEAM education.

Investigating Science-contents Problems through Correlation with Tests of Creative Thinking and Integrated Process Skills (과학 탐구력 검사와 창의성 검사와의 관계를 통한 과학영재 선발문항 유형 분석)

  • Park, Min-Jung;Chun, Mi-Ran;Jeon, Dong-Ryul
    • Journal of Gifted/Talented Education
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    • v.19 no.3
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    • pp.565-583
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    • 2009
  • We studied what kind of science-contents problems can also give information on one's creativity for use in the selection of scientifically gifted. 383 7th and 8th graders as subjects, we first analyzed the corelation between the results of creative thinking, scientific attitude, science inquiry, logical thinking and the scientific creativity problem solving skill test. The corelation analysis indicated that science inquiry test could represent other tests except TTCT. We then tested 532 6th graders with TTCT and science inquiry tests concomitantly with the contents- related problems made in such types as naming 20 scientists, writing about a scientist, imagination to overcome a problem, understanding of theory and application and understanding of science laws and application. The results indicated that writing and imagination were most efficient in assessing both the contents and the creativity.

The Effects of Programming Learning on the Improvement of Problem Solving Ability Using MCU (MCU를 활용한 프로그래밍 학습이 문제해결력 향상에 미치는 효과)

  • Jin, Sung-Su;Park, Phan-Woo
    • Journal of The Korean Association of Information Education
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    • v.14 no.3
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    • pp.319-328
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    • 2010
  • Computer programming education gives students a chance to use computers independently and actively. This plays a very positive role in acquiring higher cognitive skills such as mathematical skills and creative logical thinking. Thus the purpose of this study is to measure the degrees of students' problem-solving abilities using MCU programming kits based on the ICT Education Guide. The experiment confirms that programming classes using MCU kits have a more positive effect on the students problem-solving abilities than do those using the existing computer textbooks. The sub-constituents of problem-solving abilities - problem recognition, information gathering, analysis, diffuse thinking, decision-making, planning, execution, evaluation and feedback - also show significant statistical differences. Therefore, we can conclude that programming classes using MCU kits are very effective in advancing problem-solving abilities.

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