• Title/Summary/Keyword: 문제해결 소양

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Studying the Possibility of Puzzle Based Learning for Informatics Gifted Elementary Student Education (초등정보영재 교육을 위한 퍼즐 기반 학습 가능성 탐색)

  • Choi, JeongWon;Lee, Eunkyoung;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.5
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    • pp.9-16
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    • 2013
  • Computational thinking is an ability to resolve problems that may be applied to the various real world problems and is regarded as the core of computer science. Computational thinking may be improved through experiences of analyzing problems and of selecting, applying, and modeling strategies appropriate for problem-solving. In order to enhance computational thinking of learners, it is important to provide experiences of solving various problems. This study designed puzzle based learning in order to educate learners principles of problem solving, let them have experiences of interest and insight, and provide them with problem solving experiences. The puzzle questions used for learning were classified into six types - constraints, optimization, probability, statistics, pattern recognition, and strategies. These questions were applied to Informatics gifted elementary students and, after their education, their computational thinking and problem solving inventory significantly improved.

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Development of A Computer Curriculum Model for Improving Problem Solving Ability (문제해결능력 신장을 위한 컴퓨터교육과정 모델 개발)

  • Sin, Su-Beom;Lee, Cheol-Hyeon;Yu, In-Hwan;Lee, Tae-Uk
    • Journal of KIISE:Software and Applications
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    • v.26 no.9
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    • pp.1125-1131
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    • 1999
  • 정보자원의 변화에 따라 학습의 유형도 점차 변화되고 있으며 그에 따라서 컴퓨터를 이용하는 학습 형태도 변화할 필요가 있다. 그것은 학생이 중심이 되는 학습형태이며 그 중의 하나가 문제해결학습형태이다. 컴퓨터와 정보통신기술을 이용하는 문제해결능력은 구체적인 수준에서의 컴퓨터 관련 지식과 기술에 대한 체계적인 조직이 필요하다. 본 연구에서는 정보소양의 단계를 문제인식, 전략수립, 정보수집, 정보가공, 정보출력, 반성단계로 제시하고 그에 따른 컴퓨터관련 지식과 기술을 조직하여 문제해결능력 신장을 위한 컴퓨터 교육과정의 한 모델을 제시하였다.Abstract Learning styles have got to vary gradually according to the change of information resources. Thus We need to change learning styles with a computer. It's a student-oriented learning types. One of them is called a problem solving learning type. The problem solving ability with a computer and information communication technology require the systematic organization of concrete knowledges and the technology about computer. In this study we found the steps of information literacy as problem cognition, strategies establish, information collection, information processing, information presentation, reflection and proposed a model of computer curriculum to improve the problem solving ability.

Earth Science in the Perspectives of Environmental Education (지구과학과 환경 교육)

  • Shin, Dong-Hee
    • Journal of the Korean earth science society
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    • v.22 no.2
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    • pp.147-158
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    • 2001
  • Recently, with the increase of environmental problems, the importance of environmental education has also been emphasized. Science is a subject that enormously contributes to education about the environment, education in the environment, and education for the environment. Among various fields of science, earth science has a large amount of contents related environmental education, from the perspectives that the subjects of earth science are natural and artificial changes in the earth surface. Accordingly, it is clear that earth science education can play an important role in environmental education. This is proved in the fact that the goal and specifics of earth systems education coincidence with those of environmental education. Earth science curriculum in Korea, however, contains few contents related to environmental education. Earth science education that concerns our environment as a whole will help not only catch a new interest on the field of earth science but actively participate in solving our environmental problems.

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The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

Algorithm and Programming Instruction Model Proposal Using Havruta (하브루타를 접목한 알고리즘과 프로그래밍 수업 모형 제안)

  • Kim, Jung-Sook;Lee, Tae-Wuk
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.99-102
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    • 2017
  • 2015 개정 교육과정에선 소프트웨어 교육이 강화되고, 정보문화소양, 컴퓨팅 사고력, 협력적 문제해결력을 교과 역량으로 제시하고 있다. 이에 본 연구에선 창의적 인제양성을 위한 효율적인 소프트웨어 교육을 위해, 하브루타를 접목한 알고리즘과 프로그래밍 수업모형을 제안하고자 한다. 여러 교과의 선행연구에서, 학습능력과 창의력 향상에 대한 하브루타 교육방식의 긍정적 효과를 입증하고 있다. 이에 질문, 토론 중심의 유대인의 교육방식인 하브루타를 소프트웨어 교육에 접목하여 협력적 문제해결을 통한 컴퓨팅 사고력의 신장을 기대해본다.

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Analysis on Professional Lecturer Training Program for Highly Educated Career-Interrupted Women in Coding Education (고학력 경력단절 여성을 위한 코딩교육 전문강사 양성 프로그램 분석)

  • Jung, Ungyeol;Lee, Young-Jun
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.7-10
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    • 2017
  • 컴퓨팅 사고력, 정보문화소양 및 협력적 문제해결력 함양을 목표로 하는 소프트웨어 교육, 즉 코딩 교육에 있어서 양질의 강사를 수급하는 것은 교육의 성패를 결정하는 중요한 문제 중 하나이다. 이러한 관점에서 초등학교의 방과후학교, 중학교 자유학기 등의 강사 수급 문제를 해결하기 위한 방법으로 다양한 코딩교육 전문강사 양성 과정이 주목을 받고 있다. 본 연구는 여성가족부와 각 지자체의 여성새일센터 등을 중심으로 개설 및 운영되고 있는 코딩강사 양성 프로그램의 운영 및 개설 현황, 운영 시간, 수강생 특성, 교육과정 등을 분석하고 시사점을 도출하는데 목적이 있다. 본 연구의 결과는 향후 코딩교육 전문강사 양성 프로그램의 개발 및 효과성 분석 등의 후속연구로 이어질 수 있다.

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The Effects of Environmental Education Program using Action Learning on the Environmental Literacy and Self-efficacy of Elementary Students (액션러닝을 활용한 환경교육 프로그램이 초등학생의 환경소양과 자기효능감에 미치는 영향)

  • Jin Jeon;Keum Hyun So
    • Journal of Science Education
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    • v.47 no.2
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    • pp.139-153
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    • 2023
  • This study aimed to investigate the effect of environmental education programs using action learning on elementary school students' environmental literacy and self-efficacy. To this end, an environmental education program using action learning was applied to 22 sixth graders of 'A' Elementary School in Busan. The results of this study were as follows. First, environmental education programs using action learning were effective in improving the environmental literacy of elementary school students. After implementing the environmental education program using action learning, students' environmental values, cognitive, and procedural ability changed positively. Environmental issues awareness and ecological knowledge improved, and there was a significant increase in environmental behavior and environmental function. Second, environmental education programs using action learning were effective in enhancing the self-efficacy of elementary school students. After implementing environmental education programs using action learning, students' confidence in problem solving and their ability to judge their behaviors improved. Third, elementary school students showed active participation and interest when conducting environmental education programs using action learning. Students have become open to protecting the environment when they find problems, devise solutions, and practice them. After reflection, it was confirmed that students' immersion and satisfaction in class were high as a solution was reached, leading to efforts to sell items they did not use and donate profits to environmental protection organizations.

Analysis on the General Education at an Engineering College - Hongik University, College of Science and Technology - (공과대학의 소양교육 현황 분석 - 홍익대학교 과학기술대학을 중심으로 -)

  • Park Jin-Won;Baek Hyun-Deok;Sim Soo-Man;Chung Bo-Hyun
    • Journal of Engineering Education Research
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    • v.7 no.3
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    • pp.19-31
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    • 2004
  • This study is for the analysis on the basic engineering education for enhancing the quality of engineers at a local engineering school. Negative appraisal for the engineering education by industry, the decrease on the number of students applying for the colleges of engineering, the changes on the high school education make the engineering schools forced to improve the basic engineering education. For the starting point for the study, we have surveyed on the current engineering education by asking questions to professors, students and alumni of Hongik College of Science and Technology. Analyzing the survey results and considering the needs by industry, we have set the basic educational philosophy as educating practical engineers and have decided the goals of basic engineering education as changing to student oriented education, enhancing the field adaptation capability, improving the problem solving ability and introducing engineering design courses.

A Study of Educational Computer Games for Computer Literacy (컴퓨터 소양 능력 신장을 위한 교육용 컴퓨터 게임에 관한 연구)

  • Kim, Chul
    • Journal of The Korean Association of Information Education
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    • v.8 no.3
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    • pp.397-402
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    • 2004
  • In this paper, via analysis a education method of chapter for computer basic knowledge, whether educational computer game one of various education methods is able to extend computer basic knowledge, we taught and analyzed applied result, then we wanted to find possibility that educational computer games is possible to be contributed in computer education of elementary school. For extending of computer literacy of student, we did computer class with educational game. As a result, we could got a more effective outcome that student felt a fun and participated in class more active than normal class. Therefore, If we will use educational computer games to aim to raise abilities of computer literacy and problem solving that will be contributed in education which is coincided with knowledge basis society of informational period.

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The Effects of Middle School Mathematical Statistics Area and Python Programming STEAM Instruction on Problem Solving Ability and Curriculum Interest (중학교 수학 통계 영역과 파이썬(Python) 프로그래밍 융합수업이 문제해결력과 교과 흥미도에 미치는 영향)

  • Lee, Do-Young;Chung, Jong-In
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.336-344
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    • 2019
  • The Ministry of Education (2015) announced the "2015 Revised Curriculum for Elementary and Secondary Schools" and announced that SW (Software) training for elementary and junior high school students to develop Computational Thinking will be gradually introduced from 2018. In addition, 'problem solving' and 'programming' have become important areas. Furthermore, the ability to analyze and utilize big data is becoming more emphasized. We developed and applied the statistical - Python programming convergence curriculum based on the idea that convergence education combining information and mathematics, programming and statistical literacy is needed according to current trends. Before and after the experiment, problem solving ability test and programming / mathematical interest test were conducted and compared with the corresponding sample t-test. According to the analysis results, there were significant differences in the pre- and post-test on problem solving ability, programming interest and mathematical interest at the significance level of 0.05.