• Title/Summary/Keyword: 융합 교육 프로그램

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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 Development and the Effects of Educational Program applied on STEAM for the Mathematical Prodigy (융합인재교육(STEAM)을 적용한 초등 수학영재 교육 프로그램의 개발과 적용 효과)

  • Lee, Seungwoo;Baek, Jongil;Lee, Jeonggon
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.35-55
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    • 2013
  • The purposes of this study were to development and verify the effect of educational program apply on STEAM for the mathematical prodigy. To accomplish these purposes literature review on development of the program and qualitative study were conducted. The mixed-model design was applied for this qualitative experimental study. The conclusions of this study were as follows. First, the program for mathematical prodigy education applied on the conceptual model of STEAM integration approach was developed. Second, a learning satisfaction about constitution of the workbook was lowly. Third, principal of STEAM was the best interest and difficult of the program applied on STEAM. Fourth, the creativity and problem solving ability was founded about angle and velocity of mathematical domain and making the Angrybirds Game on GeoGebra environment. In spite of difficulty about principal of the Angrybirds Game, confidence and satisfaction were founded about a result product.

Development of Convergence Education Program for 'Understanding of Molecular Structure' using Machine Learning Educational Platform (머신러닝 교육 플랫폼 활용 '분자 구조의 이해'를 위한 융합교육 프로그램 개발)

  • Yi, Soyul;Lee, Youngjun
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.961-972
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    • 2021
  • In this study, an educational program was developed so that artificial intelligence could be used as a transdisciplinary convergence education with other disciplines. The main educational content is designed for 8 hours using machine learning to help students understand the molecular structure dealt with in high school chemistry. The program developed in this study calculated the I-CVI (Item Content Validity Index) value through expert review, and as a result, none of the items were rejected with a score of .80 or higher. Because the program of this study combines the content elements of the chemistry subject and the information (artificial intelligence) subject academically, it is expected that the learner will be able to increase the convergence talent literacy. In addition, since it is not required to secure a additional number of hours for this educational program, the burden on teachers may be low.

Development Convergence Education Program for Elementary and Middle School Using Design (디자인을 활용한 초‧중등 융합교육 프로그램 개발)

  • Lee, Jong-Hak;Yoon, Ma-Byong;Ryu, Sung-Rim;Kim, Hak-Sung
    • Journal of the Korea Convergence Society
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    • v.8 no.10
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    • pp.173-183
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    • 2017
  • The purpose of this study is to develop students' creativity and artistic sensitivity by developing a convergence education program that links various subjects, including mathematics, science, and art based on design. Design is done in almost every human activity that pursues beauty and implements cultural value through patterns and images. We have developed three programs for elementary school students and two programs for middle school students, taking into consideration the achievement standards and curriculum content appropriate for the 2015 revised curriculum. It was assessed by a panel of five educational experts during the development and demonstration courses to evaluate the feasibility of the development program. The development program can enhance the design literacy and design sense of elementary and junior high school students and can be used convergent educational contents that can be applied in the free-semester system activities of junior high school. Through this program, adolescents who will lead the future design society will be able to acquire the sense of design, literacy, and design ability as design consumers and producers.

The Design of Creative Activities Program Using An Educational-Robot (교육용 로봇을 활용한 창의적 체험활동 프로그램의 설계)

  • Hur, Jung-Ho;Nam, Dong-Soo;Lee, Tae-Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.331-334
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    • 2011
  • 본 연구의 목적은 국가경쟁력 향상을 위한 세계적인 융합의 흐름을 대비하여 융합 기반인 교육용 로봇을 활용한 창의적 체험활동 프로그램을 설계하는데 있다. 이를 통해 해외의 정보교육 활성화 경향과는 달리 초등학교에서 소외되는 정보교육의 중요성을 부각시키고, 창의성과 인성을 강조하는 창의적 체험활동에서 자연스럽게 활용되기 위함이다. 이에 교육용 로봇을 활용한 융합교육 단계와 프로그램 교수 학습 모형의 설계를 통해 초등학교의 창의적 체험활동에서 활용될 수 있는 프로그램의 토대가 되고자 한다.

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Competence Level Analysis Through Maker Program Education (메이커 프로그램 교육을 통한 역량 수준 분석)

  • Hyon-Chol, Jang;Mi-Ra, Roh;Byung-Duk, Jeon
    • Journal of the Korean Society of Radiology
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    • v.16 no.6
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    • pp.807-813
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    • 2022
  • In order to foster creative convergence talents in the era of the 4th industrial revolution, universities are changing from knowledge-oriented education to competency-oriented education, and the maker education program is attracting attention as a new educational method. Through maker program education, we tried to find out the level of convergence, creativity, caring, and communication competencies. A survey was conducted from May 2nd to May 13th, 2022 for 2nd and 3rd grade students in the Department of Radiology and Sports and Leisure who participated in the Maker Education Program at S University in Daegu City. Research results Convergence competency is 3.35 ± 0.78 points before maker program education, 4.37 ± 0.61 points after education, creative competency is 3.28 ± 0.78 points before maker program education, 4.07 ± 0.69 points after education, and caring competency is 3.71 ± 0.80 points before maker program education Points, 4.25 ± 0.64 points after training, and communication competency were 3.61 ± 0.70 points before maker program training and 4.16 ± 0.63 points after training. There was a statistically significant level difference in all four competencies compared with before training, and the level after training was improved (p<0.05). Through the operation of the maker education program, it was possible to see the effect of cultivating convergence, creativity, caring, and communication competencies. The maker education program can be seen as education for nurturing creative convergence talents in the era of the 4th industrial revolution, and I think that various maker education programs should be operated for more university students.

Development of the Liberal Arts Course for Informatics, Mathematics, and Science Convergence Education using No Code Data Analysis Tool (노 코드 데이터 분석 도구를 활용한 정보·수학·과학 융합교육 교양 강좌 개발)

  • Soyul Yi;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.447-448
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    • 2023
  • 본 연구에서는 비전공자들을 위한 디지털 교육을 위하여 노 코드 프로그램을 활용한 정보, 수학, 과학 융합교육 교양 강좌를 개발하였다. 노 코드 프로그램으로는 오렌지3 데이터 마이닝을 선정하였는데, 이는 데이터 분석, 시각화, 머신러닝 모델의 활용이 용이하다는 강점을 가지고 있다. 또한, 산업환경 변화에 대비하는 핵심 교과인 과학, 수학, 정보의 중요성과 데이터 분석과의 밀접성을 고려하여 교육 내용을 융합할 수 있도록 선정하였다. 개발된 교육 프로그램은 8인이 전문가 검토 결과 내용 타당도가 확보되었음을 확인할 수 있었다. 추후 연구에서는 이 강좌를 대학의 학부생에게 적용하여 그 효과성을 확인해 보고자 한다.

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Effects of AI Convergence Education Program for Pre-service Teachers using Capstone Design Methods on AI Teaching Efficacy (예비교사를 위한 캡스톤 디자인 방법 활용 인공지능 융합교육 프로그램이 인공지능 교수효능감에 미치는 영향)

  • Yi, Soyul;Lee, Eunkyoung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.717-718
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    • 2022
  • 본 연구에서는 예비교사의 인공지능 융합교육 역량 강화를 위한 캡스톤 디자인 기법 활용 인공지능 융합교육 프로그램을 개발하고 효과를 검증하였다. 개발된 교육 프로그램은 예비교사들이 스크래치 프로그래밍과 머신러닝포키즈, 캡스톤 디자인의 이해를 바탕으로, 인공지능 활용 융합 수업을 위한 주제 선정, 수업 설계 및 개발 후, 마이크로티칭을 하고 동료 평가 및 피드백을 하도록 조직되었다. 이는 2022년 1학기 K대학의 교양 강좌를 수강하는 예비교사들에게 처치되었다. 그 결과, 실험 대상자들의 인공지능 교수효능감의 사전-사후 t-검정에서 통계적으로 유의한 효과가 있음을 확인되었다.

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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.

Development of Artificial Intelligence Education based Convergence Education Program for Classifying of Reptiles and Amphibians (파충류와 양서류 분류를 위한 인공지능 교육 기반의 융합 교육 프로그램 개발)

  • Yi, Soyul;Lee, YoungJun
    • Journal of Convergence for Information Technology
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    • v.11 no.12
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    • pp.168-175
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    • 2021
  • In this study, a transdisciplinary convergence education program was developed to enhance the understanding for classification of reptiles and amphibians in biology education and also to increase AI (Artificial Intelligence) capability by using artificial intelligence education. The main content is to solve the classification of reptiles and amphibians that has been dealt with for a long time in biology education, using a decision tree and ML4K (Machine Learnig for Kids), it was designed for a total of 3 lessons. Experts review was conducted on the developed education program, as a result, the I-CVI(Item Content Validity Index) value was .88~1.00 so that can secure content validity. This education program has the advantage of being able to simultaneously learn about the learning contents of artificial intelligence in informatics and the classification of vertebrates in the biological education. In addition, since it is configured to minimize the cognitive load in the AI using part, it is characterized by the fact that all of any teachers can apply it their lesson easily.