• Title/Summary/Keyword: 융합 교육

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Case Study on the Development of STEAM Instruction Material for Mathematics Subject-Based Advanced Technology and ICT Teaching Tools (초등수학 교과 기반 첨단 기술 및 ICT 교구 활용형 융합교육 자료 개발에 대한 사례 연구)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.25 no.4
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    • pp.333-352
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    • 2022
  • This study is aimed at developing the STEAM instruction materials for mathematics subject-based advanced technology and ICT teaching tools. In order to develop the STEAM materials, a PDI model in which the implementation and evaluation steps were simplified to Improvement was used. The developed STEAM materials were revised and supplemented by a group of experts. The subject of the STEAM class material developed in this study is 『Graph! The bridge that connects the past, present and future』 , 『You are the same but different!』 , 『Creating a virtual reality three-dimensional space together』 , 『And making interesting figures』 and 『Cover the roof of the turtle ship!』 . As a suggestion based on the results of this development study, various STEAM education materials should be developed and shared so that STEAM education can be performed in the elementary education field. And for the spread and settlement of STEAM education, the cultivation and expansion of STEAM education capabilities of on-site elementary school teachers or pre-service teachers will be an absolute prerequisite. And this suggests the need for a continuous and long-term approach to follow-up research on STEAM education.

A Study on the Convergence Classes Utilizing Virtual Studio and Drone (가상스튜디오 및 드론을 활용한 융합수업 사례 연구)

  • Park, Sungkyu;Lee, Sanggil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.601-604
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    • 2020
  • 방송예술 및 콘텐츠 제작 역량을 교육시키는 방송예술특성화 대학으로서 C3(Creativity, Convergence, Contents) 방송예술 창의융합교육 모델인 융합수업을 개설하고 전체 학과에서 신청한 학생들을 대상으로 교육을 진행하였다. 융합수업은 전공이 다른 학생들이 희망하는 콘텐츠 제작과정을 수강하고, 방송사와 산업체에서 실무경험이 풍부한 교수와 전문가들이 직접 콘텐츠 제작을 지도함으로써 고품질의 수준 높은 콘텐츠 제작 교육을 경험할 수 있는 수업이다. 즉, 재학 중 학교수업을 통해 미리 현장 경험을 쌓음으로써 취업 즉시 콘텐츠 제작 역량을 발휘할 수 있는 자신감 함양과 제작현장에 기여할 수 있는 융합형 인재양성 교육프로그램인 것이다. 본 연구에서는 대학이 보유하고 있는 방송용 버츄얼 스튜디오를 활용한 가상 세트 영상 제작 교육 『영화담』을 제작하는 융합수업과 드론 항공촬영을 활용한 제작교육 『드론 탐사대』 융합수업을 실시하여 첨단 기술을 활용한 콘텐츠 협업 제작의 효과와 학생들의 만족도를 분석하였다.

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Analysis of Curriculum and Policy for Convergency Education of Domestic University (국내대학 융합교육에 대한 교육과정 및 정책분석)

  • Hong, Jinkeun
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.309-316
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    • 2014
  • In this paper, we analyzed about type of related convergence industry in considering of local area specialization industry, and in center of education contents, reviewed about convergency eduction distinction direction in each university. Also in center of domestic convergency industry policy, it analyzed status of recruitment demand in each convergency area. In addition, we were examined major curriculum of the convergency field.

A Study on the Qualification of Professional Lifelong Education for the Disabled Based on the Convergence Curriculum between the 「Department of Vocational Special Education in University-Educated Graduate School」 and the 「Department of Majors」 (「대학­교육대학원 직업특수교육과」와 「전공과」간 융합교육과정에 기반한 장애인 평생교육 전문인력 자격화 조건)

  • Kim, Young-Jun;Kang, Kyung-Sook
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.115-125
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    • 2019
  • This study aims to find ways to qualify lifelong education professionals for the disabled based on the convergence curriculum between the "department of vocational special education in university-educated graduate school" and "major department". The research method was composed of a combination of literature analysis and expert meetings. The research contents include the qualifications for the training course for the lifelong education professionals for the disabilities established in the convergence curriculum after accumulating the teaching experience in the majors that can be restructured as lifelong education institutions for the disabled. In addition, the focus of the curriculum of the "department of vocational special education in university-educated graduate school" should be improved in order to foster and integrate lifelong education professionals for the disabled. The results of the study concluded that the functional relationship between vocational special education and lifelong education for the disabled was established.

Educational Model for Artificial Intelligence Convergence Education (예비 교사의 인공지능 융합 수업 전문성 함양을 위한 교육 모델 제안)

  • Seong-Won Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.229-231
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    • 2023
  • 테크놀로지의 발달에 따라 수업에서 테크놀로지의 도입이 증가하고 있다. 테크놀로지는 학교 현장에 도입되어서, 교수-학습 형태의 변화와 교육 환경의 혁신을 이끌고 있다. 이에 따라 수업에서 테크놀로지 중요성은 더욱 증가하였으며, 예비 교사의 교육 모델에서 테크놀로지 지식을 함양하기 위한 노력이 이어졌다. 이에 따라 Mishra and Koehler(2006)의 TPACK 모델을 활용한 교육이 활발하게 이루어지고 있다. 본 연구에서는 TPACK 모델을 활용하여 예비 교사의 인공지능 융합 수업 전문성을 함양하기 위한 교육 모델을 개발하였다. 개발한 교육 모델은 브레인스토밍, 협력, 탐색(TPACK, AI, 교육과정, 교육적 맥락, 수업 사례), 수업 설계, 마이크로티칭, 수업 비평, 수업 성찰을 포함하였다. 본 연구에서 개발한 인공지능 융합 TPACK 교육 모델을 바탕으로 예비 교사의 인공지능 융합 수업 전문성 변화를 분석하는 후속 연구가 필요하다.

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기계공학분야에서의 융합교육

  • Lee, Yeong-Tae
    • Journal of the KSME
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    • v.56 no.3
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    • pp.32-36
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    • 2016
  • 이 글에서는 새로운 르네상스 시대로 대변되는 융합의 시대를 맞이함에 따라 창의 융합 인재 양성을 목표로 하는 교육시스템이 무엇인지 살펴보고, 기계공학 분야에서의 융합교육의 실현 방안을 소개하고자 한다.

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Development of Smart Device based Elementary Robot Programming Course for Improving Convergence Thinking (융합적 사고 향상을 위한 스마트 기기 기반의 초등 로봇 프로그래밍 교육 방법 개발)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Lee, Won-Gyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.235-236
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    • 2014
  • 본 논문에서는 스마트 기기로 제어 가능한 교육용 로봇을 활용하여 초등 학습자들의 융합적 사고를 향상 시킬 수 있는 교육방법을 제안하고자 한다. 초등 학습자들을 대상으로 실질적인 융합 교육이 이루어지기 위해서는 융합 과정을 체계적으로 체험하고, 이러한 과정을 통해서 새로운 가치를 발견하고 구체화 할 수 있는 환경이 요구된다. 따라서 본 논문에서는 융합 과정을 학습자들의 수준에 맞게 세분화하고 학습자들의 흥미와 창의성 발현에 효과적인 스마트 기기 기반의 교육용 로봇을 활용하여 구체화 할 수 있는 교육 방법을 설계하였다.

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A Study on the Relative Weights of the Components of Core Competence Based Learning Outcomes in STEAM (Science, Technology, Engineering Art, Mathematics) (융합인재교육에서 핵심역량 기반 학습성과 구성요소의 상대적 가중치 연구)

  • Park, Ki-Moon
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.239-258
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    • 2015
  • The purpose of this study is to provide basic data that can be used in a reasonable assessment of the learning outcomes of STEAM. It presented a learning outcome evaluation method, relative weights of key competencies standard that a learner should cultivate. For this study, a pairwise comparison questionnaire about the key competencies was conducted on the STEAM professionals, and AHP was applied to analyze the priority of main factors of key competencies. The results of this study are as follows. First, the importance of capabilities of convergence accomplishment and capabilities of convergent cognition, in the first layer of key competencies, were 39.4% and 36.8%, respectively. In the education evaluation of the STEAM, capabilities of convergence accomplishment and capabilities of convergent cognition showed similar level of importance, and were considered more important factor than capabilities of convergence attitude (23.8%). Second, the relative importance of capabilities of problem solving (20.0%) was highest in the second layer of key competencies, and followed by capabilities of creative thinking (18.3%), responsibility (15.3%), and understanding convergence knowledge (11.0%). Third, it will be a foundation of a competency evaluation, which reasonably evaluates, based on the relative weights, whether to accomplish educational objectives of the STEAM program In addition, this results is expected to become a guide to develop an education program that can improve the teaching and learning process and raise the learning outcome, as well as an education evaluation of the STEAM.

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.

Development and Application of Ethics Education STEAM Projects using DeepFake Apps (딥페이크 앱 활용 윤리교육 융합 프로젝트의 개발 및 적용)

  • Hwang, Jung;Choe, Eunjeong;Han, Jeonghye
    • Journal of The Korean Association of Information Education
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    • v.25 no.2
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    • pp.405-412
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    • 2021
  • To prevent problems such as portrait rights, copyright, and cyber violence, an ethics education STEAM projects using deepfake apps using AI technology were developed and applied. The Deepfake apps were screened, and the contents of the elementary school curriculum were reconstructed. The STEAM project as creative experiential activities was mainly operated by the UCC activities, and applied the info-ethics awareness measurement test based on the planned behavior theory. The social STEAM project as money (financial) education was qualitatively analyzed. It was found that this STEAM classes using AI technology app significantly enhances the ethical awareness of information communication.