• Title/Summary/Keyword: 융합적 문제해결력

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Effect of Software Education Based on Physical Computing on Elementary School Student' Computational Thinking (피지컬 컴퓨팅 기반 소프트웨어 교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Kim, SungJoon;Hur, Kyeong
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.131-139
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    • 2021
  • In the newly revised curriculum, it is aimed to raise student who has creativity and convergence ability with computational thinking. Based on the analysis of revised curriculum including software education in elementary school, this study proposed educational program that can be applied in actual school field, considering various factors. This educational program using Bitbrick was conducted by 50 students in fifth grade that consist of 23 students in Seoul and 27 students in Gyeonggido during five weeks in 17 periods. The purpose of this study is to verify the effect of application of software education program in terms of computational thinking ability and problem solving ability. The effect was verified after comparing the result of pre-test and post-test through T-test. So, this study obtained improvement of computational thinking and problem solving ability.

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Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

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.

ICT기반 스마트에너지 인프라 플랫폼 연구

  • An, Yun-Yeong;Park, Chang-Min
    • Information and Communications Magazine
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    • v.30 no.7
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    • pp.58-62
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    • 2013
  • 최근에 ICT 기반의 융합 서비스 분야로 인구 밀집지역인 메가 시티에서의 교통, 전력, 상/하수도, u-헬스, 안전/보안등의 문제들을 근본적으로 해결하기 위하여 ICT기반 개방형 플랫폼을 이용한 서비스 인프라 구축 및 개선을 위한 연구들이 많이 진행되고 있다. 이러한 ICT 기반의 융합 인프라 구축 서비스들은 M2M(Machine to Machine)과 D2D(Device to Device)를 기본 연결 수단으로 사용하고 있으며, 이들을 기반으로 서비스 정보 전달 및 제어 정보를 실시간으로 처리하기 위한 IP 기반의 플랫폼이 지원되어야만 융합 서비스가 지속적으로 제공 가능할 것이다. 이들 융합서비스 중에서 전력과 관련하여 한국의 스마트그리드 사업은 기후 변화 대응을 위하여CO2 배출을 줄이고, 에너지 효율을 향상하여 새로운 비즈니스 모델을 만들어 일자리와 신산업을 창출하기 위한 국가 프로젝트로 진행되었다. 그러나, 현재의 전력관련 국내 상황을 살펴보면 여름철과 겨울철에 반복적인 전력 수급 불안으로 인해 피크 전력에 대한 예비력이 부족하여 국가적인 재난인 블랙 아웃의 위기를 걱정하고 있는 실정이다. 본고에서는 한국의 스마트그리드 제주실증단지 사업과 관련하여 현황 및 개선 사항들을 알아보고, 향후 거점지구와 국가 단위의 서비스 확장을 위하여ICT 기반의 개방형 인프라 플랫폼 기술의 중요성을 강조하고자 한다. 이러한 M2M과 D2D를 기반으로 하는 융합 서비스의 성공적인 수행은ICT 기반의 개방형 플랫폼의 우선적인 개발이 필요하며, 플랫폼 기반의 디바이스 보급과 네트워크의 구축이 진행되어야 지속 가능한 융합 서비스를 제공할 수 있을 것이다.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

The effects of creative teaching technique applied to nursing major curriculum on critical thinking disposition, problem solving process, and self leadership (간호학 전공교과목에 적용한 창의적 교수법이 비판적 사고성향, 문제해결과정, 셀프리더십에 미치는 효과)

  • Kum, Ran;Seo, Im Sun;Kim, Tae Hee;Hahn, Suk Won;Kim, Min Suk
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.373-382
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    • 2019
  • This study was performed to investigate the effects of creative teaching technique(CTT) on critical thinking disposition(CTD), problem solving process(PSP), and self-leadership(SL) in 5 majors of first to third grades in a college nursing department. CTT was developed to promote memory and practical ability. The study was conducted from August 1 to December 31 in 2017, and the survey was performed before and after applying the CTT. As a result, there was no difference in CTD, PSP, and SL in the first graders whom applied various teaching techniques to one subject. But CTD was 6.8point(p<0.001), PSP was 7.5~7.9point(p<0.001) and SL was 2.9~3.3point(p<0.001) improved in the second and third grades whom applied similar teaching techniques in two subjects. In order to improve the students' core competency, it is more effective for students to apply one or two methods repeatedly in several subjects than to apply various methods to one subject. Since the CTT was more effective in the group that selected the major depending on aptitude and interest, it is necessary to develop various teaching and learning strategies to enhance the interest in nursing major.

Effect of Academic Engagement and Academic Self-efficacy on Problem Solving Ability of Nursing students (간호대학생의 학습열의, 학업적 자기효능감이 문제해결능력에 미치는 영향)

  • Eun Kyung, Byun;Hyo Jin Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.245-252
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    • 2023
  • The purpose of this study was to investigate the effect of academic engagement, academic self-efficacy of problem solving ability in nursing students. Data were collected from 219 nursing students in B city and analyzed by descriptive statistics, t-test, ANOVA, Pearson correlation coefficient, and multiple regression using SPSS/WIN 22.0. The degree of problem solving ability in nursing students was 4.00±0.51. There were significant differences in problem solving ability with major satisfaction(F=9.476, p<.001), class satisfaction (F=3.079, p<.001). There was positive correlation between problem solving ability and academic engagement (r=.560, p<.001), academic self-efficacy(r=.634, p<.001). There was positive correlation between academic engagement and academic self-efficacy(r=.769, p<.001). The factors affecting problem solving ability of the study subjects were academic engagement(β=.177, p=.031), academic self-efficacy(β=.498, p<.001), with an explanatory power of 41.0%. Therefore to increase aacademic engagement and academic self-efficacy of nursing students, it is necessary to develop the program for improving the problem solving ability of nursing students.

The Development of Competency-Based Extracurricular and its Operating System for developing creative-convergent talent (창의융합인재양성을 위한 역량중심 비교과과정 개발 및 운영체계에 관한 연구)

  • Kim, Young-mi
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.10
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    • pp.1987-1993
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    • 2016
  • The core value of the college of Interdisciplinary & Creative Studies is rely on the supporting system which can develop the learners' practical 'performing' competency. For aiming this, educational process of university constitutes the competencies which can be expected at the local field and develop the competency-oriented extracurricular & its operating system. Defining the creative convergent talent, as 'collaborative creative convergent one, bricoleur' and categorizes core competency named as TX competency. T competency contains humanities and the professionals of each major field needed. X competency consists of creative problem solving, convergent thinking ability, self-oriented learning ability and cooperative leadership. Developing extracurriculum & its operating system learners can be exposured the systemic learning and managing process. They can develop their potential abilities and can accumulate a proper mileage at their learning achievement. This research can be expected as a model of competency-based extracurriculum and its operating system which can develop learners' multiple competency overcoming the limit scope of curriculum.

A visualization system for separate discharge to achieve high recycling rate (높은 재활용률을 달성하기 위한 분리배출 현황 시각화 시스템)

  • Kim, Yeseo;Park, Jihoon;Kang, Yun Kyung;Kim, Dae-Young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.297-299
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    • 2022
  • 현재 우리나라는 낮은 재활용률로 인해 불필요한 자원과 노동력이 낭비되고 있다. 이러한 낮은 재활용률은 올바르지 않은 분리배출로 인해 발생된다. 이를 해결하기 위해 관련 객체 인식 연구가 활발히 진행되고 있지만, 현재의 분리배출 체계를 통합적으로 관리하기 위한 관리체계 시스템은 여전히 미흡한 상태이다. 이러한 문제를 해결하기 위해 본 연구에서는 React와 Node.js를 이용하여 객체 인식 알고리즘의 분리배출 분석 데이터를 그래프 형태로 시각화시켜 관리자에게 분리배출 현황을 직관적으로 보여주어 현 분리배출의 문제점에 대해 인지하고, 체계적이고 효율적인 분리배출을 위한 보완점과, 대책을 마련할 수 있는 시각화 시스템을 제안한다.

Analysis on the Utilization of History of Science and STEAM and Elementary School Teachers' Perceptions about Design-based STEAM Instruction Applying the History of Science in Science Class (과학사와 융합인재교육의 적용 실태와 과학사를 활용한 설계 기반의 융합인재교육 수업에 대한 초등교사들의 인식)

  • Park, Sangwoo;Chung, Wonwoo;Park, Youngkwan
    • Journal of Science Education
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    • v.40 no.2
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    • pp.166-188
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    • 2016
  • The purpose of this study was to analyze the utilization of history of science and STEAM and the elementary school teachers' perceptions about design-based STEAM instruction applying the history of science in science class. To research the utilization of the history of science and STEAM in elementary science class, educational value of design-based STEAM instruction applying the history of science, the questionnaire was revised based on research conducted by Lee & Shin(2014), Park et al.(2010), Shin & Han(2011) and developed questionnaire a total of 20 questions. It was administered to reply the questionnaire to 201 teachers of elementary school in D and G area. The results of this study were as follows: elementary school teachers did not teach actively the history of science, made it read students by simply introducing himself. They did not teach actively STEAM due to not enough time(busy to take a magnitude). They were difficult to teach, but the most focused on the 'Creative Problem-solving' process. And elementary school teachers perceived positively about the educational value of design-based STEAM instruction applying the history of science. Especially, they perceived that it can help elementary school students find a hint for solving the problem through examples of cases of scientific principles and a scientist. In conclusion, it implicates that it is need to regard elementary school teachers' perceptions on application of the history of science and STEAM, and develop specific design-based STEAM program applying the history of science in order to be applied successfully in elementary school for the STEAM settlement.