• Title/Summary/Keyword: 정보과학 창의성

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Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion (크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가)

  • Kim, Mi-yeon;Jeon, Mi-yeon;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.417-420
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    • 2013
  • Teaching and learning through games which arouses interest in learning not only lessens a burden of a learner but also labors for Academic Achievement. and for the sake of enhancing convergence of thinking and problem solving abilities as well as raising interest and understanding in science and technology, Steam teaching which is mainly made of research and experimental activities is emphasized on. This paper which makes use of crayon physics has developed Steam program it was mainly applied to science for the first year of junior high school [strength and motion] which for learners of each team is made of four steps eight time in total. At each step learners can understand principle of strength and motion, especially at the step of finding principle of science through games can personally solve the game in cooperation with the leaners of a team and find principle of strength and motion which is to be applied to solving the game. By personally designing and making new games learners can enhance the ability of convergence of thinking. It is expected that the program developed in this paper can enhance imaginativeness of thinking and interest in science which lead to affirmative changes.

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Development of a Matrix-focused Instructional Materials for Personal Education for the Gifted Middle School Students of Computer Science (중등 정보과학 영재 사사지도 행렬중심 교수학습 자료 개발)

  • Lee, Hyung-Bong
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.12
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    • pp.139-155
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    • 2011
  • In recent years, parents of students and government have been taking a growing interest in education for the gifted students and there are many research reports about the gifted education. Most of the reports, however, focuses on the conceptional feature of the gifted education program such as organization, operation, management, evaluation, etc,. In other words, there are very few researches on instructional materials for gifted students even though the materials is a critical factor for successful education programs. So, this paper introduces a lecture notes used in a personal education for gifted students to contribute in developing education contents in computer science area. The instructional materials titled as "The Necessity and Application of Matrix in Computer Science" is based on linear equation to usher the students into creative problem recognition and groping for solutions. Also, the instructional materials is useful for students to understand the tight mathematics-computer science relationship and the basic concept of liner algebra.

A Study of STEAM Education for Elementary Science Subject with Robots (교육용 로봇을 활용한 초등학교 과학교과의 STEAM교육 수업 방안)

  • Hong, Ki-Cheon;Shim, Jae-Kuk
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.83-91
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    • 2013
  • The Ministry of Education issues STEAM education as a part of convergence. Most important is "How to achieve goals of STEAM education". The goal of this paper searches possibilities that robot is a good tool for STEAM education. The main topic is photosynthesis unit as circumstantiation and "Deep sea exploration robot", is creative activity, in elementary science subject. Students complete 13 basic course about robot, then accomplish subject-oriented 10 robot application course about above topic. Basic course contains math and science elements that students learn in regular curriculum. Application course is organized following steps, photosynthesis with oxygen sensors, brainstorming, idea derivation, robot design, robot construction, demo and presentation and so on. These courses have elements of STEAM. Finally teacher has face-to-face meeting with parents and students. Most have positive aspects about this process in terms of creativity, study attitude, and school life. Specially low-ranking students win a prize in robot competition. So they can gain confidence and accomplishment. This paper don't show statistic chart, but we surely knew that robot education for STEAM education seriously affect creativity huminity and job search.

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Exploring the Possibility of Applying Social and Emotional Learning to Science Subjects: Analysis of Social Emotional Learning Contents in Science Textbooks (과학교과의 사회정서학습(Social and Emotional Learning) 적용 가능성 탐색: 과학 교과서의 과학과 사회정서학습 요소 분석)

  • Park, HyunJu
    • Journal of Science Education
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    • v.41 no.3
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    • pp.297-317
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    • 2017
  • The purpose of this study was to investigate the possibility of Science Social and Emotional Learning(SSEL). The factors of SSEL were suggested, and by utilizing them, the contents of middle school's science and Chemistry 1 textbook were analyzed. The factors are as follow: numeracy, information and communication technology, critical thinking, creative thinking, personal and social capability, ethical understanding, and intercultural understanding. The results showed that the 60~70% of textbooks put emphasis on numeracy, information and communication technology, critical thinking, creative thinking while some factors were limited in th contents, which were personal and social capability, ethical understanding, and intercultural understanding. Therefore, teacher should try to reconstruct the teaching and learning materials and fill in the deficiencies of SSEL factors through class activities. In addition, it is suggested to study specific application methods such as science activities or experiment activities in detail to meet social and emotional learning.

The Nature and Perspective of Informatics Education (정보교육의 본질과 전망)

  • Lee, YoungJun;Lee, EunKyoung
    • The Journal of Korean Association of Computer Education
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    • v.11 no.3
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    • pp.1-11
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    • 2008
  • All learners have to improve problem-solving abilities based on the principles of Computer Science and Computational Concepts as well as enhance their information technology fluency for living in the 21st century. However, there are no clear answers for fundamental questions such as 'What is Computer Science?' or 'What is the nature of Informatics education?'. Informatics education is threatened by the terminological confusion and misleading external images of Computer Science or Informatics education. Therefore, in this study, we closely reviewed perspectives on the nature and necessity of Informatics education and suggested a perspective to improve Informatics education. First, we examined how the definition of Computer Science has changed and pointed out that the Computer Science curriculum has operated differently from country to country because of the different viewpoints about Computer Science. Moreover, we presented evidence to assert that Informatics education should be considered as an independent science subject that is for all students. Finally, we suggested essential elements to insist that Informatics is a discipline to improve computational thinking. Essential elements consisted of 'Representations', 'Processes', 'Machines', 'Relationships' and 'Construction'. We suggested that the concept of Informatics should be extended based on these five elements.

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Influencing Factors on the Likelihood of Start-up Success of Researchers in Public Research Institutes: Using PLS and fsQCA (공공연구기관 연구자의 창업성공가능성에 미치는 영향 요인: PLS와 fsQCA 활용)

  • Hwang, Kyung Yun;Sung, Eul Hyun
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.17 no.1
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    • pp.107-120
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    • 2022
  • The purpose of this study is to analyze the net effect and the combined effect of the determinants of the likelihood of start-up success of researchers at public research institutes. Based on the existing literature, the determinants of the researcher's likelihood of start-up success were reviewed, and a conceptual relationship between the determinants of the likelihood of start-up success was established. Data collection was conducted through a survey targeting researchers at public research institutes, and a total of 114 data were collected. The partial least squares (PLS) analysis method was used to analyze the net effect of the likelihood of start-up success determinant, and the fuzzy-set qualitative comparative analysis (fsQCA) was used to analyze the combined effect of the likelihood of start-up success determinant. In the PLS analysis results, it was found that technology commercialization probability and creative self-efficacy had a significant positive effect independently on the likelihood of start-up success. In the fsQCA results, we found a combined effect of increasing the likelihood of start-up success when the technology commercialization probability, technology commercialization capability, and creative self-efficacy were high. These research results provide academic implications for understanding the determinants of the likelihood of start-up success of researchers in public research institutes.

Development and Application of Unplugged Activity-centered Robot for Improving Creative Problem Solving Ability (창의적 문제해결력 신장을 위한 언플러그드 활동 중심 로봇 개발 및 적용)

  • Hong, Jiyeon;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.441-449
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    • 2019
  • With the introduction of the 2015 revised curriculum, software education became mandatory in elementary school. The practical subject in the content for the software education consists of information ethics, algorithms, programming, and computer science. Especially, elementary school encourages the unplugged activities. Unplugged activities are preferred among the teachers in the education field as a teaching-learning method. However, those teachers pointed out that the lack of suitable unplugged activity materials was the biggest challenge. In addition, it was pointed out that the existing materials were not suitable for achievement standards, and there are many simple playing-oriented educations that are not linked to computing activities. In this study, we developed an unplugged activity-oriented robot that can be used for the elementary students to learn the basic control structure suggested in the achievement criteria SW education and to develop creative problem solving ability through various activities using sensors. The effectiveness was verified through the software class using the developed robot in this study.

Exploring the Possibility of Integrated Robot Programming Learning for Elementary School Student (초등학교 로봇프로그래밍 교육에서의 통합학습 가능성 탐색)

  • Seo, Young-Min;Lee, Young-Jun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.241-244
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    • 2011
  • 초등학교 학습자를 대상으로 컴퓨터 과학의 원리를 가르치기 위하여 EPL, 로봇프로그래밍, Unplugged Project 등 다양한 시도가 이루어지고 있다. 또한 로봇을 활용한 경진대회, 창의 대회 등 교육과정 외적인 부분에서도 활성화되고 있는 추세이다. 하지만 대부분의 로봇, 공학 경진대회는 특정 로봇의 기능 및 사용법, 흥미 위주의 획일적인 내용을 벗어나고 있지 못한 실정이며, 통합적 접근을 했던 기존의 프로그램들은 창의적 문제해결을 목적으로 여러 학문의 융합, 통합을 주장하고 있다. 본 연구에서의 통합은 초등 학습자의 학습으로의 보다 본질적인 접근이 필요하며, 교육과정 전반에 걸친 폭넓은 학습 활동 측면에서 프로그래밍(로봇)의 통합의 필요성을 주장하고 있다. 이제는 프로그래밍(로봇) 학습이 왜 통합 학습으로 교육과정 상에 녹아 들어가야 하는지에 관한 본질적인 논의가 이루어져야 할 시점으로 생각된다. 이 논문의 본문은 크게 두 부분으로 이루어져 있는데 첫째, 초등학교 로봇프로그래밍 교육을 통합적 관점으로 접근했던 기존의 프로그램의 사례를 살펴볼 것이며, 둘째, 초등학교 학습자에게 통합이 어떠한 의미인지를 고찰해 볼 것이다.

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Effectiveness Analysis of a STEAM Program Utilizing Digital Astronomy and Space Resources for 6th Graders in Elementary School (초등학교 6학년을 위한 디지털 활용 천문우주 STEAM 프로그램의 효과 분석)

  • Youn-Jeong Heo;Hyoungbum Kim
    • Journal of the Korean Society of Earth Science Education
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    • v.17 no.2
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    • pp.168-180
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    • 2024
  • In this study, we developed a STEAM program based on digital astronomical and space resources and applied it to 167 randomly selected elementary school students to examine the effectiveness of the STEAM program in enhancing creative problem solving skills. The results of this study are as follows: first, the statistical analysis of pre-test and post-test scores for creative problem-solving skills related to the STEAM program showed significant results (p<.05). This suggests that the STEAM program contributed to improving creative problem-solving skills through the procedural process involved in generating ideas and convergent thinking during the digital problem-solving. Second, the paired sample t-test based on the pre-test and post-test of the STEAM attitude test also showed significant results (p<.05). Analyzing digital materials and presenting pixel art projects positively influenced STEAM attitudes in terms of interest, communication, and usefulness. This underscores the need for developing integrative education programs utilizing advanced technologies in the future. Third, in the class satisfaction test conducted after the application of the STEAM program, the satisfaction factor scored an average of 3.55, interest scored 3.35, and overall class difficulty scored 3.46. The main difference from traditional classes was the focus on 'acquisition of future career information.' However, given the slight decrease in interest during the digital transformation and interpretation process, it is recommended that future classes allocate sufficient time for experiential activities. To generalize the developed program, future studies should consider various school levels, implementation periods, and difficulty levels.

G/T Experts' Recognition on Educating ICT Core-competencies for Gifted Students in Science (과학영재를 위한 ICT 핵심역량 교육에 대한 전문가 인식 조사)

  • Lee, Jaeho;Jin, Sukun;Shin, Hyunkyung
    • Journal of Internet Computing and Services
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    • v.17 no.6
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    • pp.143-152
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    • 2016
  • In this paper, we attempted to provide the bases of effective educational programs for fostering ICT competencies of gifted students in science. For this purpose, we tried to answer the questions like 'What are the ICT core-competence for gifted students in science?' and 'How can we educate those competencies effectively?' We started by reviewing existing studies on ICT competencies for talented people in future society and then adopted one[6] as the basis for further validation. We tried to work with as many G/T experts as possible, and decided to use the online survey methodology because the experts are scattered all over the country. The survey was sent to the corresponding person who is in charge of G/T education in each area, and then e-mailed to G/T experts in that area. Through these procedures, three hundred four(304) G/T experts from all around the country participated in this survey. The results showed the followings: (1) G/T experts agreed with the importance and necessity of ICT competencies for gifted students in science; (2) G/T experts agreed with the validity of three core ICT competencies, which are 'knowledge and skills competence, creativity competence, and characteristic competence,' for gifted students in science; (3) G/T experts agreed with the validity of educational goals, which are suggested for fostering each ICT core-competence of gifted students in science; and (4) G/T experts regarded 'product-oriented education' and 'ICT device-oriented education' as important and effective types of education programs for fostering ICT competencies of gifted students in science.