• Title/Summary/Keyword: 융합 교육 프로그램

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Educational Information Capacity Reinforcement Program Based on ADDIE Instructional Design Model (ADDIE 교수설계모형 기반 교육용 정보역량강화 프로그램)

  • Kwak, Jae-hyo;Yu, Heonchang
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.143-146
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    • 2018
  • 최근 다양한 tv프로그램과 문화생활로 인하여 다양한 방면에서 역량을 지닌 '창의 융합형 인재'가 떠오르고 있다. 거기에다가 21세기 사회에 접어들면서 정보 기술의 관심도 높아지고 있으며, 2015 정보과 교육과정이 그 증거를 말해 주고 있다. 그리하여, 본 연구에서는 창의 및 융합형 인재를 양성하겠다는 목표를 달성하기 위하여 교육용 정보역량강화 프로그램을 개발하고자 한다. 여기서 사용하는 게임 엔진은 최근에 떠오르고 있는 '유니티'를 사용할 것이며, 교수설계모형의 기초인 ADDIE 교수설계모형을 적용하여 더욱더 효과적인 교육용 정보역량강화 프로그램을 제작하고자 한다.

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Proposal for AI/SW Education of Machine learning based on the chemical element symbol image for the Utilizing Future Intelligent Laboratory (미래 지능형 과학실 활용을 위한 "화학원소기호 이미지 기계학습 AI·SW교육 프로그램" 제안)

  • Park, Min-Sol;Park, Ju-Bon;Park, Yu-Min;Cho, Young-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.629-632
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    • 2020
  • 현대사회는 4차 산업혁명 시대가 도래하면서 초연결, 초지능, 초융합 사회로 변화되고 있다. 최근 교육부는 많은 변화가 요구되고 있는 교육분야, 교육정책 방안으로 SW(소프트웨어)교육에 AI(인공지능) 교육까지 추가되야 한다고 제안하고 2024년까지 첨단 기술을 활용한 지능형 과학실을 구축한다고 밝혔다. 이에 본 논문에서는 정부의 교육정책 방안이 원활하게 진행될 수 있고 융합 교육 분야에서 활용될 수 있는 "미래 지능형 과학실 활용을 위한 화학원소기호 이미지 기계학습 AI·SW교육 프로그램"을 제안하고자 한다.

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Integrated Arts Education Program with AI Literacy

  • Jihye Kim;SunKwan Han
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.281-288
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    • 2023
  • This study aimed to develop an integrated arts education program for improving AI literacy among elementary school students. First, we developed two thematic programs that are research on the goals of the art, music, physical curriculum in the 2022 revised elementary school curriculum, and a matrix of goals and elements of integrated art education. The developed program was revised and supplemented through the first expert validity test, and the second revision was made based on the results of students' AI literacy pre/post-test and satisfaction survey with the program. Finally, the final program was developed through the third expert validity test. We hope that the developed program will be used as a convergence education program to cultivate AI literacy in elementary school students.

Development and Effectiveness of Education Programs using STEAM-based Smart Apps that support Children's Free play (유아의 자유놀이를 지원하는 STEAM 기반 스마트 앱 활용 교육 프로그램 개발 및 효과)

  • Moon, Myunghwa
    • Journal of Convergence for Information Technology
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    • v.11 no.6
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    • pp.120-130
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    • 2021
  • This study was conducted for the purpose of developing an education program using smart apps that supports free play of children based on STEAM education and verifying its effectiveness. In order to achieve the purpose of the study, contents for using smart apps based on STEAM education for children's free play were derived through literature and data collection and field surveys in related fields, and a program was developed based on this. This program is a teaching strategy in which teachers and children interact at the start, middle, and end of free play using the 'Free Play' app installed on a smartphone. An experimental study was conducted to verify the effectiveness of the program using smart apps that support children's free play. As a result of the study, it was confirmed that the application of this program improves the self-regulation of children. This study is a teaching strategy to support both teachers and children during free play time, the core of early childhood education, and developed and applied the program with the idea of convergence of engineering and education, and hopes that it will be a starting point for revitalizing education using smart apps in the future education field.

A Study on Perception and Demand for the Parent Education Program Activation (부모교육 프로그램 활성화를 위한 학부모 인식 및 요구)

  • Park, Hye-Jin;Kim, Yong-Young
    • Journal of the Korea Convergence Society
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    • v.10 no.5
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    • pp.173-180
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    • 2019
  • This study conducted an overall recognition analysis and demand survey of parent education programs in order to explore ways to promote parent education. Based on previous research, the questionnaire was developed including five factors and 23 items : (1) operating a center to support parent education, (2) perception on parent education programs, (3) developing a parent education program, (4) utilizing space, and (5) program operation and evaluation. A survey was administered on the parents of second and fourth graders at A elementary school in Chungju. The result showed that parents are positive about the operation of the center, which can provide professional support for parent education programs. There was also a great demand to strengthen the educational content of parents' roles. This study is meaningful in providing basic data for developing parent education programs based on the perception and demand analysis of existing parent education. Furthermore, the need for performance analysis and feedback was presented in future research directions after the actual development and operation of parent education programs that reflected the demand of parents.

Development and Application of Scientific Inquiry-based STEAM Education Program for Free-Learning Semester in Middle School (중학교 자유학기제에 적합한 과학 탐구 중심의 융합인재교육 프로그램 개발 및 적용)

  • Jeong, Hyeondo;Lee, Hyonyong
    • Journal of Science Education
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    • v.41 no.3
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    • pp.334-350
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    • 2017
  • The purposes of this study are to develop scientific-inquiry based on STEAM education program and to investigate the effects of the program on middle-school students' interests, self-efficacy, and career choice about science, technology/engineering, and mathematics. In order to develop this program, the literature investigation and previous studies were conducted, so that finally the developmental direction was based on scientific inquiry and the developmental theme and model were selected. A total 92 first-graders in G middle-school of Daegu city were participated in this study. A single group pre-post test paired t-test was conducted to figure out changes of students' interest, self-efficacy, and career choices before or after applying this program. In addition, in-depth interviews were conducted with 14 students to find their specific responses. The results of this study were as follows. First, STEAM education program on the theme of 'RC Airplane' was developed on the basis of the 'ADBA' model. Second, the developed STEAM educational program not only results a decisive difference statistically but also has significant effects on middle-school students' interests, self-efficacy, and career choice in science, technology/engineering, and mathematics, who are involved in the free-semester program, across the overall affective domain. In conclusion, the STEAM educational program in this study could affect significant meanings to middle-school students during the free-semester. It could contribute to facilitate middle-school students' education for happiness and to grow the creative STEAM talents.

A study on the effectiveness of STEAM education program applying 3D-modeling at astronomy Units

  • Kim, Sang-Geol;Kim, Hyoungbum;Kim, Yonggi;Choi, Hongsoon
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.2
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    • pp.54.1-54.1
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    • 2021
  • 천문학은 시간적·공간적 규모가 크기 때문에 학습자의 수준에 따라 공감과 이해의 정도에 차이가 크다. 2015 개정 과학과 교육과정에 따르면 초등학교 5학년부터 태양계에 대한 내용을 다루고 있다. 하지만 이를 설명하기 위한 교과서의 사진과 동영상 자료는 태양계를 명확하게 전달하기 어렵다. 이에 대한 대안으로 3D Modeling을 통한 체험 교육을 제안한다. 천문학 교과에서 3D Modeling의 적용은 학생들의 흥미, 태도의 향상 등 교육적 효과의 상승으로 이어진다. 이에 본 연구에서는 3D Modeling의 도구 중 3D 프린터와 레이저 절단기를 이용해 융합교육(STEAM) 프로그램을 개발하고 학생들에게 적용하여 창의적 문제해결능력에 미치는 영향을 알아보고자 한다. 초등학교 교육과정에 제시된 태양계 관련 학습자료를 분석하였고, 융합교육(STEAM)에서 제안하는 상황제시, 창의적 설계, 감성적 체험의 교육단계 중 '창의적 설계' 단계에 3D 프린터와 레이저 절단기를 통해 개발한 kit를 이용하여 융합교육(STEAM) 프로그램에 적용하였다. 개발된 프로그램을 형식 교육의 장에 적용하여 개발된 평가지표를 토대로 사전·사후 평가를 실시한다. 향후 3D Modeling을 초등학교 교육과정뿐만 아니라 중·고등학교 교육과정 또한 분석하여 적용한다면, 천문대중화를 위해 큰 도움이 될 수 있을 것으로 사료된다.

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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.

Development and Application in STEAM Education Materials for Gifted Student (영재를 위한 융합교육(STEAM) 자료 개발 및 적용)

  • Tae, Jin-Mi
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.703-728
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    • 2014
  • This study academically examined about whether STEAM education is really needed, as part of the convergence-style gifted education for training a producer in creative knowledge, through the documentary and Delphi survey. Based on the results, it developed STEAM education materials available for being applied to the domestically gifted education field, and examined the field applicability of the developed program. As a result of surveying validity and class satisfaction, the STEAM education materials of having been developed through this study were indicated to be useful in the aspects of the appropriateness for teaching-material composition, the learning satisfaction, and the promotion in the convergence-based thinking ability. The currently domestic situation is in being short of fundamental discussion about necessity or direction of STEAM education for gifted student, compared to an effort for emphasizing and activating policy of convergence-based education focusing on STEAM. Hence, the outcome of this study, which was performed on the basis of basic research on STEAM education for the gifted student, has significance in the aspect as saying of expanding applicability of STEAM education as the gifted education program.

Effects of STEAM-based Mathematics Instruction on Elementary School Students' STEAM Attitudes (STEAM 기반 수학 수업이 초등학생의 융합적 태도에 미치는 효과)

  • Lee, Jong-hak
    • Journal of the Korean School Mathematics Society
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    • v.20 no.4
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    • pp.345-368
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    • 2017
  • The purpose of this study is to investigate the educational significance of STEAM in school mathematics education by developing a STEAM program that learns mathematical and scientific principles based on patterns and analyzing the effects of developed program. For this purpose, we conducted an experimental class based on the STEAM program developed. STEAM attitude and satisfaction were tested for 120 elementary school students. The results of this study are as follows. First, in terms of STEAM attitude, STEAM-based experimental instruction did not differ significantly in the second grade students. However, there were positive effects in the other five grades. Second, in terms of satisfaction, the proportion of students who were 'generally' was 89%. the proportion of students who were 'not generally' was 3%. Study subject students were found to be generally satisfied with the STEAM-based instruction.

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