• Title/Summary/Keyword: 융합적 소양

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The Effect of Convergence Reading Education on the Convergence Literacy of Adolescents: Focusing on the Mediating Effect of Learning Motivation (융합독서교육이 청소년의 융합적 소양에 미치는 영향 - 학습동기의 매개효과를 중심으로 -)

  • Soo-Youn Cho;Miah Cho
    • Journal of the Korean Society for Library and Information Science
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    • v.57 no.2
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    • pp.151-178
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    • 2023
  • The purpose of this study is to investigate the effect of school library reading classes on the convergence literacy of adolescents based on the convergence reading education model. To achieve this, elements of convergence education for future-oriented competence were derived from the level of reading education based on previous studies and literature, and the effectiveness of education was measured by conducting a convergence literacy test targeting 50 general high school students. In this study, reading classes and tests were conducted over 12 sessions from April 2022 to November 2022, and the study participants were divided into two groups, and convergence reading education and self-reading education were applied respectively. The analysis results of this study are as follows. First, It was verified that there was a significant difference in the promotion of convergent literacy of adolescents according to the method of reading education. Second, it was verified that convergence reading education had a significant effect on convergence literacy of adolescents such as convergence, creativity, self-direction and communication ability. Third, as a result of verifying whether learning motivation plays a mediating role in convergence reading education influencing convergent literacy, learning motivation played a partial mediating role and had an indirect effect on creativity, self-direction, and communication ability between convergence reading education and convergence literacy, but showed no significant mediating effect on convergence ability.

The Effect of STEAM Program for Hydroelectric Energy on Elementary Students' Energy Literacy and Creative Problem-solving (수력에너지에 관한 융합인재교육 프로그램이 초등학생의 에너지소양과 창의적 문제해결력에 미치는 영향)

  • Choi, Il-hoon;So, Keumhyun
    • Journal of Korean Elementary Science Education
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    • v.40 no.4
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    • pp.498-509
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    • 2021
  • In this study, a convergence talent education program was developed and applied to elementary school students to investigate its effect on their energy literacy and creative problem-solving ability. Accordingly, a study was conducted on 29 sixth-grade elementary school students. The results of pre- and post-tests on energy literacy and creative problem-solving ability were analyzed. The results revealed that the convergence talent education program on hydraulic energy had a positive effect on the elementary school students' energy literacy as well as their creative problem-solving ability. Furthermore, after completing the hydro-energy convergence talent education program, the students' interest in energy and science increased and they wanted to connect such with their daily life. It appears that meaningful results were obtained through the convergence talent education program, specifically in the process of generating and utilizing hydraulic energy a plan was developed to allow students to solve problems in student-centered classes.

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.

Effects of SW-Efficacy on Computational Thinking and STEAM Literacy in Robot-utilized SW Convergence Education: Dual Mediation Effects of Interests and Learning Engagement (로봇 활용 SW융합교육에서 SW효능감이 컴퓨팅 사고력, 융합인재소양에 미치는 영향: 흥미와 학습참여의 이중매개효과)

  • Huh, Mi-Seon;Lee, Jeongmin
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.1-14
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    • 2020
  • This study investigated the effects of SW-efficacy on computational thinking STEAM literacy and the dual mediation effects of interest and student engagement in the relationship between SW-efficacy, computational thinking and STEAM literacy in robot-utilized SW convergence education. For achieving this purpose, robot-utilized SW convergence education targeting 146 middle schools students were carried out, post-survey regarding SW-efficacy, computational thinking, STEAM literacy, interest, and learning engagement were conducted. Collected data were analyzed by SPSS macro process for analysis of the dual mediation effect. Results were as follows: first, SW-efficacy had a significant effect on computational thinking and STEAM literacy. Second, interest did not mediate the relationship between SW efficacy, computational thinking and STEAM literacy, while student engagement mediated it. Third, SW efficacy had a significant effect on computational thinking and STEAM literacy dual-mediating effect of interest and student engagement. These results imply the roles of SW efficacy, interest and student engagement to improve computational thinking and STEAM literacy in robot-utilized SW education and provide implications with regard to robot-utilized SW education and instructional directions.

Long-term monitoring study in Lake Soyang, Chuncheon (소양호 수질 장기모니터링 연구)

  • Kwon, Hyeok Joon;Kim, Eui Suk;Kim, Beom-Cheol;Hong, Eun Mi
    • Proceedings of the Korea Water Resources Association Conference
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    • 2021.06a
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    • pp.436-436
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    • 2021
  • 강원도 춘천시에 위치한 소양호는 북한강 상류수계로서 1973년에 준공된 우리나라 최대의 인공호이다. 소양호는 준공 이후 주변 유역의 인구밀집도가 낮고 오염물질 유입원이 적어 빈영양호의 수질을 보였다. 준공 후 소양호 수질에 영향을 미친 주요 환경요인으로는 1980-90년대 가두리 양식, 1990년대 후반부터 현재까지 지속되는 문제는 상류에서 강우시 발생된 탁수유입이 있다. 이러한 환경 문제로, 소양호에서는 식물플랑크톤 일차생산력, 동물플랑크톤 및 식물플랑크톤 장기변동, 용존산소 일주기 변동, 호수 내 유기물 분포 등의 연구가 이루어져 왔다. 그러나 가두리 양식장의 철거로 한 가지 요인은 해결되었으나 상류 탁수 유입 문제는 현재까지 진행 중이다. 소양호에서는 매해 여름철 탁수 유입이 지속적으로 발생하고 있으며 부영양화를 초래할 수 있는 주요한 문제이다. 이에 본 연구는 소양호에서의 장기적인 생태계 변동성 연구를 위해 1982년부터 현재까지 월 1-4회 수질 모니터링을 실시 중이며, 수질항목은 SS(Suspended Solids), TN(Total Nitrogen), TP(Total Phosphorus), BOD(Biochemical Oxygen Demands), TOC(Total Organic Carbon), Chl-a(Chlorophyll-a)에 대해 분석을 진행하고 있다. 기존 연구에서는 주-월 단위로 모니터링을 실시하여 강우에 의한 탁수 유입, 타 오염원에 의한 오염물질 및 유기물 유입으로 인한 실시간 수질 변동을 파악할 수 없었으며, 이벤트 발생 이후의 경과만 관찰할 수 있는 한계점이 있었다. 그러나 앞으로의 진행될 연구는 고빈도 센서를 이용하여 실시간 짧은 간격으로 모니터링하여 소양호 수질의 일주기 변동 분석과 오염원 유입과 같은 이벤트 발생 전·후 비교 및 실시간 수질변동에 대해 연구하는 것이며, 기존 데이터와 함께 진행될 연구의 데이터를 활용하게 된다면 소양호에서의 장기적인 수질 변화를 분석하는 데 효과적일 것으로 예상된다.

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Analysis of Secondary School Teachers' Perceptions and Needs on Computer and Information Literacy Convergence Education (컴퓨터· 정보 소양 함양을 위한 융합 교육에 관한 중등학교 교사의 인식 및 요구 분석)

  • Lee, Eunkyoung;Park, Sangwook;Jeon, Seongkyun
    • The Journal of Korean Association of Computer Education
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    • v.22 no.6
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    • pp.35-42
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    • 2019
  • The purpose of this study is to investigate secondary school teacher's perceptions and needs of computer and information literacy(CIL) convergence education and to suggest implications for promoting CIL convergence education in the actual school fields. We conducted a survey on teachers perceptions and the needs for CIL convergence education and analysed 227 secondary school teachers responses. As a result, we found that the perception of the necessity of CIL convergence education was very high while understanding level of the CIL convergence education and the actual frequency of teaching experiences were relatively low. In addition, CIL convergence education activities are mainly conducted through Informatics curriculum rather than various subjects. We identified that the main constrains of CIL convergence education were the burden on the progress of subject based curriculum as well as the lacking of teaching and learning equipments including computers. We identified that the needs for empowering teachers professional developments and constructing the physical and institutional environments of school sites were high. In discussion, we suggested the support strategies in terms of teacher professional development, institutional supports, and physical environments.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

The Effects of Artificial Intelligence Convergence Education using Machine Learning Platform on STEAM Literacy and Learning Flow

  • Min, Seol-Ah;Jeon, In-Seong;Song, Ki-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.199-208
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    • 2021
  • In this paper, the effect of artificial intelligence convergence education program that provides STEAM education using machine learning platform on elementary school students' STEAM literacy and learning flow was analyzed. A homogeneous group of 44 elementary school 6th graders was divided into an experimental group and a control group. The control group received 10 lessons of general subject convergence class, and the experimental group received 10 lessons of STEAM-based artificial intelligence convergence education using Machine learning for Kids. To develop the artificial intelligence convergence education program, the goals, achievement standards, and content elements of the 2015 revised curriculum to select subjects and class contents is analyzed. As a result of the STEAM literacy test and the learning flow test, there was a significant difference between the experimental group and the control group. In particular, it can be confirmed that the coding environment in which the artificial intelligence function is expanded has a positive effect on learners' learning flow and STEAM literacy. Among the sub-elements of convergence talent literacy, significant differences were found in the areas of personal competence such as convergence and creativity. Among the sub-elements of learning flow, significant differences were found in the areas such as harmony of challenge and ability, clear goals, focus on tasks, and self-purposed experiences. If further expanded research is conducted in the future, it will be a basic research for more effective education for the future.

Analysis of the Effectiveness on Online Fusion Science Program in Undergraduate General Education for Students Majoring in Science and Engineering: Focus on the NOS and STEAM Literacy (대학 교양교과 온라인 융합과학 프로그램이 이공계열 학생에게 미치는 효과 분석: 과학의 본성(NOS) 및 융합인재소양(STEAM Literacy) 중심으로)

  • Yu, Jihye;Lee, Young Hee
    • Journal of Science Education
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    • v.43 no.2
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    • pp.207-226
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    • 2019
  • The purpose of this study is to investigate how fusion science program for undergraduate general education influences the understanding of Nature of Science (NOS) and STEAM Literacy of students majoring in science and engineering in college. The students participated in the pre/post NOS survey(Lee, 2013) and the STEAM literacy survey(Choi et al., 2013) in the program. The results of this study are as follows. First, the fusion program was effective in understanding the NOS because there is a statistically significant difference between the pre/post tests.(p < 0.01). Second, while there were no significant differences between genders, however, there is a significant difference in students' majors in NOS understanding(p < 0.05). Third, it showed that improvement in STEAM Literacy in Convergence and Creativity domains is significant(p < 0.01). By contrast, the Caring domain of STEAM Literacy was decreased statically significant(p < 0.01). In the end, there is no difference in STEAM Literacy between genders as well as among students' major(p < 0.05).

An Analysis of Educational Effectiveness of Elementary Level AI Convergence Education Program (초등 AI 융합교육 프로그램의 교육 효과성 분석)

  • Lee, Jaeho;Lee, Seunghoon;Lee, Donghyeong
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.471-481
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    • 2021
  • The purpose of this study is to analyze the effectiveness of AI convergence education program. To this end, the "Elementary Science AI Convergence Education Program for Machine Learning" developed in previous research were taught to elementary school students in the fourth to sixth grades in eight times. The quantitative changes of each factor were analyzed by R program, and the effectiveness of education was analyzed by Pearson correlation and paired samples t-test. As a result, there is a deep correlation between "Attitude to AI technology, Scientific preference and STEAM Literacy" and technical average has improved in many factors. Therefore, AI convergence education program is meaningful in terms of education, and if AI education and AI convergence education are implemented into the primary formal education curriculum, they will have a positive effect.