• Title/Summary/Keyword: 창의.융합인재 교육

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Development of a Theoretical Model for STEAM Education (융합인재교육(STEAM)을 위한 이론적 모형의 제안)

  • Kim, Sung-Won;Chung, Young-Lan;Woo, Ae-Ja;Lee, Hyun-Ju
    • Journal of The Korean Association For Science Education
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    • v.32 no.2
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    • pp.388-401
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    • 2012
  • This study attempted to propose a theoretical model for STEAM education, entitled to the Ewha-STEAM education model, which could provide more concrete guidelines for science educators and curriculum developers to execute STEAM ideas. We identified key knowledge and key competencies to nurture future creative/convergent human resources. Key knowledge included an understanding of core ideas cutting across traditional disciplinary boundaries as well as the nature of different disciplines. And additionally, key competencies implied such abilities as to explore the scientific world, to resolve problems, and to communicate and collaborate with others. We also added creativity and character as an essential part of key competencies. In order to provide more specific guidelines when developing, implementing, and evaluating STEAM curriculum, we suggested three elements of convergence to consider: 1) unit of convergence (i.e. concept/skills, problem/phenomenon, activity), 2) degree of convergence (i.e. multi-disciplinary, inter-disciplinary, extra-disciplinary), and 3) context of convergence (i.e. personal, societal, global). It is expected that the Ewha-STEAM education model would contribute towards diverse education communities understanding the direction of STEAM education and its educational potentials.

The Effect of STEAM Camp Program for Gifted High School Students on Their Creative Leader Competency and STEAM Literacy (STEAM 캠프를 통한 영재학급 고등학생의 융합인재소양과 창의적 인재 역량 변화)

  • Kim, Hak Bum;Cha, Jeongho
    • Journal of Science Education
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    • v.45 no.2
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    • pp.231-246
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    • 2021
  • The Korean Ministry of Education has emphasized the convergent ability for human resource cultivating the development of science and technology in the future. Based on this, Korean STEAM education aims to enhance students' interest and their understanding of science and technology as well as to develop students' convergence thinking and problem-solving skills. Through the camp for gifted students, students are generally introduced to produce self-directed outputs in order to solve the problem in everyday life. In this study, the author aims to find out whether the gifted high school students' creative leader competency and STEAM literacy changed after they experienced STEAM-based camp. 517 gifted students from 52 high schools in the Metropolitan city region join the camp, which is focused on generating student-centered outputs for problem-solving in daily life context. Before and after the camp, the creative leader competency and the STEAM literacy of participants were tested and compared. From the result, we found that the gifted high school students' creative leader competency and STEAM literacy improved after participating in the STEAM camp. In particular, all the sub-factors except for the social value pursuit domains in the social characteristic area of creative leader competency and the areas of creativity, respect, and communication in STEAM literacy increased. Educational implications will be discussed.

The creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum (2015 개정 교육과정의 창의융합형 인재상과 역량 중심의 교육목적 체제 분석)

  • Park, Changun
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.1
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    • pp.743-752
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    • 2017
  • This paper analysis the creative convergent person and the analysis of educational purpose system based competence in the 2015 revised curriculum. For this end, first, It discuss the educational purposes of the elementary and secondary school. The educational purposes are specified in the law, the general guideline and subject matters of the national curriculum. Second, It find out the relationship between creative convergence person and educational purposes. The core competencies that emerged from 2015 revised curriculum are an important role for the realization of creative convergence person. Finally, each purpose for the promotion of creative convergence person review how adequately defined. The review divided the three; the stipulation of legislation, general guideline of the national curriculum, subject matters of the national curriculum. As a result, the purpose of the direct role for the realization of creative convergence person is core competence and special competency of a subject matters. These competencies are reflected in achievement standards of the contents system in subject matters of 2015 revised curriculum. The core competence is a kind of educational purposes in terms of learners.

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.

A Study of Game Development Procedure for Creative Convergence Education (창의 융합형 교육을 위한 게임 개발 절차)

  • Chan-Il Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.63-64
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    • 2023
  • 4차 산업의 활성화와 더불어 창의 융합형 인력 양성이 중요한 요소로 자리 매김하고 있다. 인문학적 상상력, 과학기술 창조력, 인성, 융합, 가치 등이 창의 융합형 교육에서 중요한 요소이다. 본 논문에서는 창의 융합형 교육을 위한 게임 개발 절차를 제안한다. 게임개발 절차로 사전준비, 아이디어발상, 팀구성, 기술공유, 구현 그리고 결과공유 절차를 창의 융합형 인재 개발의 주요 요소와 연결하여 제안한다.

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STEAM Education considering the Level of Cognitive Development of Students in order to Cultivate Creative Convergence Talents (창의적 융합인재양성을 위해 학생들의 인지발달 수준을 고려한 융합인재교육)

  • Ahn, Sun Kyung;Kwak, Ock Keum;Jeon, Byeong-Gyun;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.527-535
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    • 2021
  • The STEAM education was applied to science high school students, and changes in perceptions of students and teachers were investigated after class treatment. By the results of the student's perception survey, very positive results were found in increasing problem-solving capabilities, educational satisfaction, etc. More than 98% of students said they would continue to participate in STEAM education classes. Meanwhile, the lack of time for class activities put a burden on students to complete the problems during class. Especially nanoscience content and activities were properly organized in consideration of the level of cognitive development of the students. In addition, as a result of a survey of teachers' perceptions for students, more than 80.0% of teachers responded very positively in 'self-directed learning ability' and 'problem-solving capability', etc.

The Effect of STEAM Education Program using Movies on the Creative Personality, Creative Problem-solving Ability and Scientific Attitude of Elementary Scientific Gifted (영화를 활용한 융합인재교육 프로그램이 초등과학영재의 창의적 인성, 창의적 문제해결력 및 과학적 태도에 미치는 영향)

  • Kim, Ji-Hwan;Bang, Mi Sun;Bae, Sung Chur;Hong, Yeon Sook;Choi, Jong Gyung;Lee, Na Ri;Seo, Seung Gab;Bae, Jinho;Lee, Yong-Seob;Lee, Hyeong Cheol;So, Keum-Hyun
    • Journal of Science Education
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    • v.38 no.1
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    • pp.120-132
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    • 2014
  • This research aimed at developing STEAM Program with the medium of films for scientific talents in elementary schools and examining its influence on the problem solving ability, creative personality, and scientific attitude. The results were as follows: First, the STEAM program using movies was proved to be effective in forming creative personality, and a significant difference was found especially in the areas of patience/obsession, self conviction, sense of humor, curiosity, imagination, openness, adventurous spirit, and spirit of independence(p<.05). Second, the STEAM program using movies was found to be a successful way to improve their problem solving ability, and in particular, the difference was significant in the areas of planning an experiment and creative problem solving ability(p<.05). Third, the program was also found to be effective for the enhancement in their scientific attitude, and the difference, particularly in the areas of curiosity, openness, criticism, cooperation, spontaneity, patience, creativity and scientific attitude, was significant(p<.05). The study results above indicated that the STEAM program using movies was an efficacious way in forming creative personality, and enhancing creative problem solving ability and scientific attitude.

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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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