• Title/Summary/Keyword: 융합 프로그램

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The Analysis on Development Trends for Korean and Overseas Science and Arts Convergence Education Programs (국내외 과학과 예술 융합교육 프로그램 개발 동향 분석)

  • Yang, Seung-Ji;Kwon, Nan-Joo
    • Journal of Science Education
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    • v.38 no.2
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    • pp.376-400
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    • 2014
  • This study aims to examine the current status of Korean and overseas science and arts convergence programs in and out of schools to apply them in school education settings and to learn about the characteristics of overseas programs through case studies. In addition, it explores implications of the current domestic and overseas for implementation in schools. For this study, we selected 193 domestic in-school science and arts convergence programs and 106 domestic out-of-school programs. For the overseas programs, we selected those conducted by the government, research institutes, science halls, and art galleries. We also analyzed the domestic in-school programs by type of students, operation hours, areas of convergence, and the function and role of arts activities. We analyzed domestic out-of-school programs by operation time, operation method, areas of convergence, and type of activities. Moreover, we examined the overseas programs in terms of their program developers, goals, and characteristics. These findings suggest that in order for science and arts convergence education to become well established in Korean schools, it is necessary to develop programs that can be incorporated into the present science education curriculum, rather than individual content or a single class on science and arts convergence, and to diversify the range of programs. In addition, out-of-school programs should be actively considered, and intense discussions on the use of program activities and teaching materials are needed. Finally, research institutes and educational institutions should be closely linked to achieve a common goal.

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Tea Culture Convergence Program Impact on improving communication in the elderly (차문화 융합 프로그램이 이용시설 노인의 의사소통 향상에 미치는 영향)

  • Kim, In Sook;Park, Sun Hee
    • Journal of Internet of Things and Convergence
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    • v.6 no.1
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    • pp.65-72
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    • 2020
  • The purpose of this study was to examine the effect on improving communication by conducting a tea culture convergence program for elderly people using facilities. The subjects of this study consisted of a tea culture convergence program for 3 months, 60 minutes once a week for 7 people using the Elderly Day Care Center in the H-S S welfare center. Psychological and behavioral changes related to communication by sessions were compared by comparing elderly patients at each session of the Tea Culture Convergence Program.Tea culture convergence program was found to have a positive effect on behaviors and attitudes related to communication among the elderly in the facilities. As a result of analyzing pre- and post-action and attitudes, the Tea Culture Convergence Program brought positive changes in communication by acting as emotional and social support for the elderly. These findings suggest that the Tea Culture Convergence Program is a psychologically necessary program for the elderly in that it shows that the Tea Culture Convergence Program is an effective program that promotes communication among the elderly in the facilities.

The Effects of Undergraduate Research Program on Convergence Competency, Major Satisfaction, and Academic Achievement (학부생연구프로그램 참여가 융합역량, 전공만족도, 학업성취도에 미치는 효과)

  • You, Ji Won
    • Journal of Convergence for Information Technology
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    • v.9 no.10
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    • pp.114-121
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    • 2019
  • The purpose of this study was to examine the effects of the undergraduate research program(URP) among Korean students. URP is frequently implemented in STEM(Science, Technology, Engineering, Math) majors, and this study tested whether the participation of URP was effective in convergence competency, major satisfaction, and academic achievement. Data were collected from 101 participants and 117 non-participants of URP at an A university. The research results showed that the mean scores of convergence competency, major satisfaction, and academic achievement of the URP participating group were significantly higher than those of the non-participating group.

Development of Artificial Intelligence Convergence Education Program for Elementary Education Using Decision Tree (의사 결정 나무를 활용한 초등 인공지능 융합 교육 프로그램 개발)

  • Hyunwoo Moon;Youngjun Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.227-228
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    • 2023
  • 정부의 인공지능 국가전략을 통해 인공지능 교육은 초등학교에서도 필수교육으로 대두되고 있다. 또한 인공지능 소양을 습득하기 위해 타 교과와 융합한 인공지능 융합 교육의 필요성이 증가하고 있고, 인공지능 발달에 대한 수학의 역할을 고려하여 수학 교과를 통해 인공지능의 이해를 기르는 것이 강조되고 있다. 따라서 본 연구에서는 수학 교과와 인공지능 교과가 융합한 인공지능 융합 교육 프로그램을 개발하기 위해 초등학교 3~4학년 수학 교과의 도형 분류를 의사 결정 나무 모델을 활용하여 가르치는 인공지능 융합 교육 프로그램을 개발하였다. 본 연구를 통해 개발된 프로그램은 초등학생의 인공지능 개념학습을 통한 인공지능 기초소양 함양뿐만 아니라 수학 교과의 이해 및 성취도 향상에 도움이 될 것으로 기대된다.

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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)

An Analysis of Content and Convergence Method of Scientific Technology and Humanities in Elementary School STEAM Programs (과학기술과 인문학 융합 내용 및 융합 방법 실태 분석 -초등학교 융합인재교육(STEAM) 프로그램 개발 과제를 중심으로-)

  • Han, Hyojeong;Kwon, Soonhee
    • Journal of The Korean Association For Science Education
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    • v.37 no.2
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    • pp.313-322
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    • 2017
  • This study aims to analyze the content and methodological aspects of converging scientific technology and humanities in 233 elementary school STEAM programs developed and publicized from 2012 to 2015, to provide the basic materials and implications for editing and supplementing the development of future STEAM programs or policies, or on-site applications of developed programs. The analysis results show that among the Liberal Arts courses of the STEAM program, including Korean, Social Studies, and Ethics, the level of convergence was lowest in Ethics. This seems to be due to the fact that convergence between scientific technology and humanities tended to emphasize a cross-studies convergence over a content convergence done with a specific purpose. In terms of methodological convergence between scientific technology and humanities, the level of convergence of humanities at a normative level was relatively lower than that at a descriptive level. Although a quantitative comparison of the two methods was not significant, it is rather concerning that due to simply converging descriptive humanities, students may not be so aware of the double-sidedness of scientific technology, despite the discovery of some programs that need re-evaluations of their ethical or normative directions. Moreover, the results showed that the cases of converging scientific technology and humanities at a normative level that were analyzed in the STEAM program can be divided into 'complementation of humanities to utilizing scientific technology' and 'complementation of humanities to research in scientific technology and development.' Based on such research results, the study discusses the development of STEAM programs and policies and directions for editing and supplementing programs on-site.

A Case Study on Adult Learners' Performance Experience of Convergence Program for Self-Confidence Improvement (성인학습자의 자신감 향상을 위한 융합프로그램 진행 경험에 관한 사례연구)

  • Park, Sun-Hee
    • Journal of Internet of Things and Convergence
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    • v.8 no.4
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    • pp.49-55
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    • 2022
  • This study aimed to examine the meaning of adult learners' experience in which they performed a convergence program for the self-confidence improvement of disabled persons with brain lesion who were daycare center users. For the goal, the study collected data through a 5-session profound interview with those disabled persons and then through this author's observation. This study analyzed all the data and, as a result, categorized three significant themes that best represented the above mentioned meaning, which are 'tension of beginning', 'joy of being in company with others' and 'I as the present being'. With those meaningful themes taken into serious consideration. Finally, this study suggested that field programs for social welfare practice in better connection with adult learners' major should be researched and developed.

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.

Analytic Study on the Effectiveness of Computational Thinking based STEAM Program (컴퓨팅 사고력 기반 융합인재교육 프로그램의 효과성 분석 연구)

  • Kim, Soon-Hwa;Ham, Seong-Jin;Song, Ki-Sang
    • The Journal of Korean Association of Computer Education
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    • v.18 no.3
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    • pp.105-114
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    • 2015
  • A SW competency based on computational thinking is considered as one of the core competencies in the future society. However, the concept of computational thinking is difficult to be introduced to the class because of the lack of appropriate educational program and the shortage of proper understandings of students and teachers. Thus, we have applied computational thinking based STEAM program and analyzed its effectiveness to explore the educational possibilities of computational thinking. The 49 samples were selected, 23 for the experimental group, and 26 for the control group. Pre-post tests for integrated thinking abilities and computational thinking were done to explore the CT-STEAM program's effectiveness. As a result, the components of integrated thinking abilities, science preference and self-directed learning abilities were enhanced after CT-STEAM instruction. In addition, computational thinking assessment score was statistically significant. We expect new STEAM programs using various computing tools to be developed in the future.

A Study of Case Studies on Craft and Design Convergence Education Programs -Focus on Kookmin University 「TeamTeam Class」 Curriculums- (디자인·공예 융합 교육 프로그램 사례연구 -국민대학교 「팀팀Class」를 중심으로-)

  • Park, Jung-won
    • Journal of Digital Convergence
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    • v.19 no.8
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    • pp.327-335
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    • 2021
  • The tendency of the current times require education to focus on convergence, and the same applies to the essence of ceramics and design base imagination and creativity. For effective integration, a wide range of experimentations is required both in terms of academic and methodic approaches. This study analyzes the [TeamTeam Class] curriculum, converging ceramics with design initiated in the second semester (autumn semester) of 2020. Through reference materials on ceramics and design convergence education, it was possible to classify the following 5 categories: Subject, Method, Management, space and communication. The aim of the study is to find resolutions to overcome existing issues and problems in search of more effective methods. Although this study is based on convergence education, [TeamTeam Class] at Kookmin University, I hope to extend it further to also consider education after COVID-19.