• Title/Summary/Keyword: 융합적 교육

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Development of Creativity-based Creative and Convergence Subject for Nursing University Students (간호대학생을 위한 창의성기반 창의융합교과목 개발)

  • Choi, Mi-Jung;Jin, Sang-Woo
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.83-91
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    • 2020
  • The purpose of this study is to develop creativity-based creative convergence subjects for nursing students. For the purpose of this study, the procedures are conducted that the needs analysis, setting educational goals, segmentation of educational goals, selection of educational contents and organization by F. Bobbitt's curriculum development model and the creative convergence subject was developed through the verification process of the validity of experts. Through a theoretical review, the contents of education in creative convergence subjects consisted of converging with other areas, focusing on creativity. It was presented as a liberal arts subject with two credits, and as an educational method, an online class utilizing blended learning and offline classes centered on activities by teams were presented. In addition, the curriculum was divided into understanding, application, synthesis, and deepening so that students could understand the concept of creative convergence thinking and apply it through thinking techniques and strategies, and finally improve their creative convergence thinking abilities through team projects.

Effects of Physical Computing Education Using App Inventor and Arduino on Industrial High School Students' Creative and Integrative Thinking (앱 인벤터와 아두이노를 이용한 피지컬 컴퓨팅 교육이 공업계 고등학생의 창의·융합적 사고에 미치는 영향)

  • Choi, Sook-Young;Kim, Semin
    • The Journal of Korean Association of Computer Education
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    • v.19 no.6
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    • pp.45-54
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    • 2016
  • The purpose of this study is to investigate the effects of Android application programming education to control Arduino using App Inventor on industrial high school students' creative and integrative thinking ability. We developed an instructional content based on integrative learning and creative problem-solving model and taught a class on it. The result of this study showed that there was a significant improvement in divergent thinking and motivation items among the sub elements of creative problem solving. In addition, students' survey on the integrated thinking has shown that many students think that they could design an IoT system applied to everyday life based on the knowledge they have learned in this class. Therefore, it can be confirmed that physical computing education using App Inventor and Arduino has a positive effect on students' creative and integrative thinking ability.

A Study on Convergence Curriculum Development for Idea Creation (아이디어 창작을 위한 융합 교육 과정 개발에 관한 연구)

  • Jang, Ji-Yeun;Lee, Keun-Ho;Yun, Sung-Hyun
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.571-576
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    • 2014
  • Convergence refers to create a new one by combining the different elements of two or more. Currently convergence has expanded academy, industry and education from the concept of combining heterogeneous inter-technology. The most important key to the convergence in success is to derive ideas for problem solving. However, the idea derivation is done in companies to hire professional people for letting the innovation of corporate planning and new product in most cases. It is hard to get the expected results of convergence's variety. In this research, the creation of the general public for their ideas is main focus on developing a curriculum. Development models are: 1) strengthening the internal capacity for creative thinking, 2) curriculum meets the consumer 3) an understanding of convergence technology 4) creative ideas and planning ability is composed of four concepts. It is expected that convergence man power having the creative idea is trained in case of applying the proposed education model to the convergence education.

Understanding STEM, STEAM Education, and Addressing the Issues Facing STEAM in the Korean Context (STEM, STEAM 교육과 우리나라 융합인재교육의 이해와 해결 과제)

  • Sim, Jaeho;Lee, Yangrak;Kim, Hyun-Kyung
    • Journal of The Korean Association For Science Education
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    • v.35 no.4
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    • pp.709-723
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    • 2015
  • Since 2011, after beginning of the systematic study on STEAM education, South Korea has developed a number of related programs. At this point we see that this is the time to clarify the challenges. The purpose of this study is to clarify the characteristics of their education through the review of many domestic and foreign papers in order to propose the challenges of STEAM education of Korea. The results are as follows. First, the course of integration cannot be separated by the difference in superiority but should be separated in accordance with the purpose of integration. Second, curriculum integration such as STEAM education is characterized by the emphasis on horizontal linking than vertical depth fusion. Accordingly, the content knowledge and vertical linkages are inevitably weakened. In order to overcome this problem, the key concepts and features that were emphasized in the previous curriculum need to also be emphasized in STEAM training, and the comparative study on the core concept and function of each subjects should be preceded. Third, after looking upon the current situation of our country's fusion research and talent training, the limits and the challenges that need to be overcome has been suggested. Fourth, with the basis on research results, we offered an example of the approach on STEAM education which is applicable to the current situation and proposed the challenges and implications that need to be addressed in the STEAM education of Korea in educational contexts such as curriculum, teaching and learning, and evaluation.

A Study on The Teaching Method of Team Teaching in Academia and Industry for The Innovation of Advertising and Public Relations Department Convergence Education (광고홍보학과 융합교육 혁신을 위한 학계와 업계의 팀티칭 교수법에 관한 연구)

  • Han, Sang-pil;Choi, Yun-Seul
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.235-245
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    • 2021
  • In the era of the 4th Industrial Revolution, complex problems of the advertising and PR industry ecosystem, which have become more complex than in the past, are raised, and the necessity and importance of convergence education is being demanded. In this study, the usefulness and implementation plan of the team teaching method for revitalization of convergence education were studied by conducting in-depth interviews with experts in academia and practice expert. The results of this study summarized that it is appropriate to introduce a team teaching method in which academia and industry jointly participate in the curriculum of the Department of Advertising and PR. It was found to be a meaningful educational method aimed at nurturing students with problem-solving ability. This study proposed a new industry-academic cooperation model as an exploratory study of advertising and PR department and team teaching education.

The Study of Disability Awareness among elementary and high school students for convergence education design (융합적 장애인식 교육 설계를 위한 초·중·고등학생의 장애 인식에 관한 연구)

  • Kim, Sung-Jin
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.539-547
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    • 2015
  • This paper is the study on deducing the education design for convergence of disability awareness of targeting elementary, middle, high school students located in J city. The analysis results are as follows: In the analysis of group difference in disability awareness, there was a statistically significant difference according to female students, schools, and sub-typed phase, and experience in integrated education. It was found that the participating group in disability awareness education showed a higher average than non-participating groups in prejudice against disability, interest and consideration, and acceptance of physically challenged friends. In the relationship between disability perception education and disability awareness, the education was found to have influence on prejudice against disability and acceptance of physically challenged friends. This paper suggested disability awareness education reflecting a life cycle, application of the integrated educational method for verifying educational effectiveness, etc.

Analysis of Elementary School Teachers' Innovation Configuration on STEAM (융합인재교육(STEAM)에 대한 초등학교 교사의 실행 형태 분석)

  • Chae, Hee In;Noh, Suk Goo
    • Journal of Science Education
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    • v.39 no.1
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    • pp.44-57
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    • 2015
  • The purpose of this study was to analyze the teachers' Innovation Configuration(IC) on STEAM of the 2009 elementary science curriculum and to implicate the assessment of STEAM. Therefore, this study was conducted by the IC component checklist of the Concerns-Based Adoption Model(CBAM). The total number of 126 teachers participated in this study. The results of the study were as follows: First, time management(33.3%) was the most ideal IC. On the other hand, curriculum planning(34.1%) was the most unacceptable IC. Second, the results of the chi-square test showed that the IC were significantly different according to their positions, career in education and training experiences(p<.05). Third, to explore the teacher's epistemic beliefs on STEAM, one in-service elementary teacher who studied in a doctoral course of a graduate school of education participated in the study. Based on these results, we suggested that the support of application and the revolution of the science curriculum and assessment should be implemented according to the teachers' IC.

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The Development and Application of Non-Face-to-Face Wearable Technology Curriculum Activities: Improving Creative Convergence Learning Competency of College Students (대학생의 창의융합 학습역량 향상을 위한 비대면 웨어러블 테크놀로지 교육과정 활동의 개발과 적용)

  • Lee, Ji Sun;Yun, Eunju;Kim, Min-Jeong;Kim, Hye Rim;Lim, Ho-Sun;Kim, Yoonmi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.327-338
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    • 2023
  • The purpose of this study is to develop and apply curriculum activities using non-face-to-face wearable technology in a pandemic situation. It is to improve the creative convergence learning ability of college students. Based on the results of 5 preliminary studies, 8 courses were conducted for 16 university students at A University in Seoul. In conclusion, real-time non-face-to-face interaction with professional professors in each field played a major role in improving the creative convergence learning competency of college students. This point shows the possibility of future-oriented creative convergence talent development along with the expandability of wearable technology in university education.

Development of educational program based on STEAM using Picocricket (피코크리켓을 활용한 STEAM 기반 학습 프로그램 개발)

  • Kim, Myung-Jung;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.123-126
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    • 2015
  • 본 논문에서는 지식융합시대에 발맞춰 피코크리켓을 활용한 STEAM 기반 학습 프로그램을 개발하고자 한다. STEAM 교육은 Science, Technology, Engineering, Arts, Mathematics 다섯 가지의 학문을 융합적으로 가르치는 교육을 의미한다. 이는 빠르게 변화하고 있는 사회에 적응하고 실생활 문제해결 및 창의적인 사고력을 배양하기 위해서 여러 교과를 같이 융합하여 가르쳐야 한다. 이를 위해 다양한 교육용 로봇을 활용해 STEAM 교육이 진행되고 있으며 이번 연구에서는 피코크리켓을 활용한 학습프로그램을 개발하고자 한다. 피코크리켓은 통합적인 문제상황을 해결하는 과제를 제시하고 해결하는데 유용한 교육용로봇이며 학습프로그램에 효과적으로 활용될 것이다.

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Education for 4th Industrial Revolution (4차산업혁명을 준비하는 교육)

  • Park, Jae-Hwan;Ahn, Jeeyoung
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.5
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    • pp.885-892
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    • 2018
  • A series of revolutionary industrial changes took place from the 18th century of the First Industrial Revolution. The fourth industrial revolution is a new industrial revolution in which intelligence and information unite. Social, cultural, economic and educational systems are expected to emerge within the category of access and experience. In the course of intelligent mechanization, manpower and machinery need to be commandeered. Tools should be left to the machine and humans should look at essential issues. In the 4th Industrial Revolution, the paradigm of education should fundamentally change. Instead of routine technologies based on memorization, one should learn how to access and utilize. It needs to focus on areas of debate, cooperation, communication, sensibility, and artistry that robots and artificial intelligence can not afford. The fourth industrial revolution is the fusion of human beings and technology, the humanities and the technology.