• Title/Summary/Keyword: 융합 과학교육

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A Survey on the Management Status and Science Teachers' Perception of Science in High School Based on 2009 Curriculum Revision (2009 개정 고등학교 '과학'의 운영 실태와 교사들의 인식 조사)

  • Shin, Young-Ok;Choi, Byung-Soon
    • Journal of The Korean Association For Science Education
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    • v.32 no.10
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    • pp.1599-1612
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    • 2012
  • The purpose of this study was to examine the management status of science in senior high schools based on the 2009 Curriculum Revision and the science teachers' perception of the content and a class of science. The way of managing a class was surveyed and discovered that the percentage of more than two teachers giving lessons depending on their major was higher than that of a teacher giving all the lessons. Analysis of teachers' perceptions of the content of science showed that science textbooks reflected the revised science curriculum well. However, teachers thought that the terms and concepts introduced to describe the knowledge of frontier science were so difficult that they feel it's very hard teaching them to the students. Even though science teachers thought that science was mainly focused on cultivating scientific literacy of the students, they assess mostly understanding of science concepts on the students. It means that science teachers stay in line with old position in assessment.

Exploring the Perception of Integrated STEAM Secondary Teachers on Engineering Design (융합 인재 교육 경험을 가진 중등 과학 교사들의 공학적 설계에 대한 인식 탐색)

  • Choi, Yunhee
    • Journal of Science Education
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    • v.45 no.3
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    • pp.364-378
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    • 2021
  • This study explores the perception of Engineering Design of teachers who have long experience in the Integrated STEAM education. The teachers participating in this study were 12 elementary and secondary teachers with more than five years of experience in the Integrated STEAM Education. The study conducted semi-structured interviews. Interview questions focused on experiences of Integrated STEAM Education and recognition of Engineering Design, whether or not to reflect the curriculum of Engineering Design, and actual cases of Integrated STEAM Education with Engineering Design. As a result of this study, the teachers who participated in this study recognized that 'identification and coexistence of concepts for science, technology, and engineering' about Engineering Design, 'Creative design is possible when creativity is added to Engineering Design', 'Engineering Design is to analyze the economic feasibility and utility of the output created through the creative design process', 'Engineering Design is only for students who choose a career in science and engineering'. Based on this research, We need to establish and present correct concepts for science, technology, and engineering, and make an effort to include Engineering Design for solving scientific problems in the curriculum. In addition, we will have to develop and spread the Integrated STEAM Education program including Engineering Design and apply it in the field. Through this, we will have to find concrete action plans to improve the perception of science and engineering Integrated STEAM programs and Engineering Design among novice teachers and preservice teachers.

Development of Convergence Education Program for Elementary School Gifted Education Based on Mathematics and Science (초등학교 영재교육을 위한 수학·과학 중심의 융합교육 프로그램 개발)

  • Ryu, Sung-Rim;Lee, Jong-Hak;Yoon, Ma-Byong;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.9 no.10
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    • pp.217-228
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    • 2018
  • The purpose of this study is to develop STEAM program for gifted education by combining educational contents of humanities, arts, engineering, technology, and design into various subjects, focusing on mathematics-science curriculum of elementary school. The achievement standards and curriculum contents of elementary mathematics-science curriculum were analyzed while considering 2015 revised national curriculum. And then, a 16 class-hour convergence education program consisting of 3-hour block time was developed by applying the STEAM model with 4 steps. The validity of the program developed through this process was verified, and four educational experts evaluate whether the program can be applied to the elementary school. Based on the evaluation results, the convergence education program was finalized. As a result of implementing the gifted education program for mathematics-science, students achieved the objectives and values of convergence education such as creative design, self-directed participation, cooperative learning, and interest in class activities (game, making). If this convergence education program is applied to regular class, creative experiential class, or class for gifted children, students can promote their scientific creativity, artistic sensitivity, design sence, and so on.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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STEAM Education considering the Level of Cognitive Development of Students in order to Cultivate Creative Convergence Talents (창의적 융합인재양성을 위해 학생들의 인지발달 수준을 고려한 융합인재교육)

  • Ahn, Sun Kyung;Kwak, Ock Keum;Jeon, Byeong-Gyun;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.527-535
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    • 2021
  • The STEAM education was applied to science high school students, and changes in perceptions of students and teachers were investigated after class treatment. By the results of the student's perception survey, very positive results were found in increasing problem-solving capabilities, educational satisfaction, etc. More than 98% of students said they would continue to participate in STEAM education classes. Meanwhile, the lack of time for class activities put a burden on students to complete the problems during class. Especially nanoscience content and activities were properly organized in consideration of the level of cognitive development of the students. In addition, as a result of a survey of teachers' perceptions for students, more than 80.0% of teachers responded very positively in 'self-directed learning ability' and 'problem-solving capability', etc.

The Effect of Integrated Instruction for Improving English Ability (Listening & Reading Skills) of Elementary School Students: Using Science Animation (초등학생의 융합수업이 영어 능력(듣기, 읽기) 향상에 미치는 영향: 과학 애니메이션의 활용)

  • Park, Mee-Hwa;Sohng, Hae Sung
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.133-140
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    • 2019
  • The purpose of this study is to examine the effects of English integrated instruction on the 6th grade Korean elementary students' English ability using science animation. Twenty-seven students took English integrated instruction before their regular class for 10 minutes while the other students took review activity instead of it. At first, the students were asked to take the sixth grade diagnostic evaluation sponsored by C office of education in 2018 as the pre-test and ten months later, they were asked to take the first grade diagnostic evaluation of middle school sponsored by C office of education in 2017 as the post-test. Results of the study showed that the English ability and the affective attitude of the students taking English integrated instruction were improved. These results suggest that English integrated instruction can contribute to the improvement of Korean elementary students' English ability.

The Effect of STEAM Program on the Logical Thinking Ability of Middle School Students (융합인재교육(STEAM) 프로그램이 중학생의 논리적 사고력에 미치는 효과)

  • Bae, Sung-Hee;Kim, Hee-Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.17-25
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    • 2017
  • The purpose of this study is to investigate the impact of logical thinking when applying STEAM program for middle school students. Therefore, you're creative, framework governing the conditions and be present, creative design of the emotional experience of class under the procedures of the program from a program by previous studies. STEAM improve program is entirely logical thinking to determine that 47 2nd grade in middle school student radio sampling four weeks, six round of poetry classes. Awareness stage after the program STEAM improved but there was little change in logical thinking and appears to be effective, particularly in conservation, combined logic.(p<0.05)

A Study of Game Development Procedure for Creative Convergence Education (창의 융합형 교육을 위한 게임 개발 절차)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.63-64
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    • 2023
  • 4차 산업의 활성화와 더불어 창의 융합형 인력 양성이 중요한 요소로 자리 매김하고 있다. 인문학적 상상력, 과학기술 창조력, 인성, 융합, 가치 등이 창의 융합형 교육에서 중요한 요소이다. 본 논문에서는 창의 융합형 교육을 위한 게임 개발 절차를 제안한다. 게임개발 절차로 사전준비, 아이디어발상, 팀구성, 기술공유, 구현 그리고 결과공유 절차를 창의 융합형 인재 개발의 주요 요소와 연결하여 제안한다.

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Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

Suggesting a Framework for Science and Engineering Integrated Lesson Design and Engineering Design Level (과학·공학 융합 수업 준거틀 및 공학 설계 수준 제안)

  • Nam, Younkyeong;Lee, Yong Seob;Kim, Soon Shik
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.1
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    • pp.121-133
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    • 2020
  • This study proposes a lesson design framework to design a science and engineering integrated lesson in a meaningful and easy way based on engineering design, which is the core feature of STEM education. The science and engineering integrated lesson design framework is developed based on the analysis of domestic and foreign theoretical and practical research papers and expert discussion on science and engineering integrated education as well as the feedbacks from science teachers. The science and engineering integrated lesson design framework uses engineering design as the main pedagogical method. The framework includes the core elements of the engineering integrated lesson suggested in previous studies and the achievement level of each grade group suggested in NGSS and provides a way for teachers to easily introduce engineering design into science classes. In addition, the framework developed in this study complements the shortcomings of the complicated Korean STEAM education framework. It can also provide specific guidance to in-service teachers as well as pre-service teachers to easily understand and apply engineering design and problem solving processes to science and engineering integrated lessons.