In the current information and knowledge-based society, a nation's economy power heavily depends on IT-related industry and technology. In this sense, most countries are trying to foster IT industry by developing new and innovative IT technologies. Traditionally, only a few talented persons have been leading the whole IT industry. Thus, it is very important and necessary to identify and support the gifted children in IT in early ages for development of IT industry. The purpose of this paper is to investigate study performance of the gifted children in IT for different grades. Our research is focused on especially 4th grade students, 5th grade students, and 6th grade students in elementary schools. Among various abilities of the gifted children in IT, in this paper, we are interested in programming ability and logical thinking ability. To our best knowledge, there is no research work on study performance depending on different grades of the gifted children in IT. For this purpose, the gifted students in gifted science education center attached in a university at Seoul Metropolitan Area are selected and their test scores for 8 years were collected and analyzed. The statistical analysis results show that there is no significant difference among 4th grade students, 5th grade students, and 6th grade students for programming ability and logical thinking ability. We hope that this result can help suggest and propose study contents, curriculum, principles and laws for the gifted education in IT.
Journal of the Korea Society of Computer and Information
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v.14
no.2
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pp.59-68
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2009
This paper aims to explore the factors of learner's flow and to develop and validate a scale to measure the flow in Massive Multiplayer Online Role Playing Game(MMORPG) for education. First of all, potential factors were drawn through literature review. The potential stage comprises 6 factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment) and 16 subfactors. With total 48 items developed. a survey was carried out among 293 elementary learners who had been participating in a commercial MMORPG for English skills to measure their flow in the MMORPG by utilizing the potential scale. Using the responses collected from 288 respondents, exploratory factor analysis, reliability analysis, and confirmatory factor analysis were performed. The expository factor analysis showed that items within each sub-factors could be bound into one factor. That is, the variables evaluating learner's flow were divided into six factors(learner's psychological characteristics, learner's skill, importance of game, environment for learner, instructional design, and instructional environment). And these factors were interpreted consisting of 16 sub-ones. Reliability estimates indicated that the evaluation tool had good internal consistency. The confirmatory factor analysis did confirm the model suggested by the expository factor analysis. Over fit measures(CFI, NFI, NNFI) showed the good suitability of the model. Findings of this study confirmed the validity and reliability of the scale to measure learner's flow in MMORPG.
Clear analysis and diagnosis of various characteristic factors of individual students is the most important in order to realize individual customized teaching and learning, which is considered the most essential function of math artificial intelligence-based digital textbooks. In this study, analysis factors and tools for individual customized learning diagnosis and construction models for data collection and analysis were derived from mathematical AI digital textbooks. To this end, according to the Ministry of Education's recent plan to apply AI digital textbooks, the demand for AI digital textbooks in mathematics, personalized learning and prior research on data for it, and factors for learner analysis in mathematics digital platforms were reviewed. As a result of the study, the researcher summarized the factors for learning analysis as factors for learning readiness, process and performance, achievement, weakness, and propensity analysis as factors for learning duration, problem solving time, concentration, math learning habits, and emotional analysis as factors for confidence, interest, anxiety, learning motivation, value perception, and attitude analysis as factors for learning analysis. In addition, the researcher proposed noon data on the problem, learning progress rate, screen recording data on student activities, event data, eye tracking device, and self-response questionnaires as data collection tools for these factors. Finally, a data collection model was proposed that time-series these factors before, during, and after learning.
Development of digital media in education field at America, UK, Japan etc bring big progress on digital device if education. Japan bring huge progress on digital education by nationally. UK use huge a national budget at digital education development and Sweden which is advanced country of education and a welfare state. Especially UK and Sweden's digital education markets are full now aspect more high quality design. Korea which is advanced country of IT adopted digital text book 2007 with mathematics, through science and English digital text book through the state. Korea's digital text book is in a transition period. that needs case study of advanced country of education for setting design guide and educational effect to digital education media and device plan. All researches are based on LG europe design center at London. Analysis by using KJ method, survey of questionnaire, heuristic method at 4 schools in UK and Sweden. Through analytical researches want to more reality simulation at digital education, and high quality contents with digital socialization. co-work with analog, can get any where, anytime user want without any difficulty. Also interactive GUI design of digital education device to easy to access for user. When plan Digital text book content and design needs methodical design guide for target who students and environment an in-depth study of the appraisal and method. The results of the research are introduce the design plan as a basic research and giving useful design plan to make digital educational media in Korea industrial aspect.
The concept of the center of gravity is presently being introduced in elementary school curriculums and is broadly applied to Mathematics, Physics, and the Engineering field in University education which are mostly theoretical classes much separated from actual life in the practical educational field. In 2013, ${\bigcirc}{\bigcirc}$ University of Science and Gifted Education, had developed the multidisciplinary approach program of verifying the center of gravity for gifted students, but this program was reconstructed and applied to ordinary students and the effectiveness was analyzed to lay the foundation and generalize this convergence education. Including experiments for verifying the center of gravity in an object with a hollow interior and the existence of a center of gravity outside an object, I proposed realizing the calculations by considering the weight of the lever, the Principle of the lever being a core factor when finding the center of gravity. We altered the existing 8 step program to a 4 step program for the told 65 students from elementary, Junior and High School students, letting them freely select the class lecture by themselves. The analysis attained from surveys, debates and interviews showed that by precise error analysis, students achieved a higher success experience, showing us the importance of the development of a new convergence program.
Recently, the globalization of culture and the global trend of K-culture have become a good background for further developing and promoting Korean traditional culture. However, although Korean traditional music has an excellent notation method called Jeongganbo developed by King Sejong, it is gradually not being used as the universality of Western notation. However, since the 7th curriculum, the proportion of introduction and utilization of Jeongganbo in elementary music education has been increasing. And this is a good opportunity to re-generalize our unique traditional notation. On the other hand, in addition to practicing the interpretation of the notation method, more diverse tools will be needed to activate the practice of Jeongganbo. Therefore, this study studied the design of a web program that can make Jeongganbo on the web without installation or download. In addition, in order to increase the user's convenience in the process of publishing Jeongganbo, it designs and proposes a method of inputting using a computer keyboard like a piano keyboard and method of listening to input music information through MIDI function and save it as a file. Through this study, it is possible to develop a web program that anyone can easily and simply approach, practice, and publish, and it is expected to be a useful tool for practicing Korean traditional music or publishing traditional music in the future.
The purpose of this study was to investigate the application of GLOBE program in Korea and its perception displayed by the Science High school Teachers. The interview using a questionnaire with 12 science high school teachers in Korea was conducted. It was attempted to find a problem occurring during the practical application for getting a basic data for the development of Korean GLOBE program. The results of this study are as follows: (1) The level of GLOBE program was for upper grade levelsin elementary school and middle school. The program may not be suitable for the Science High School students in Korea. (2) To successfully apply the GLOBE program in Korea, study levels and research subjects in the program must be further developed in terms of quality and areas. Suggestions for the possibility of adopting and operating the program in Korea are made as follows: (1) To effectively manage the GLOBE school sites, there has to be a headquarter system in place and operation under, say, the Korean Earth Science Society. (2) To ensure the program's identity and goals, it is to set up a center for the Korea GLOBE program with a financial support system established.
Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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2018.05a
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pp.319-322
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2018
Unplugged computing, the teaching and learning method, helps you learn the principles and concepts of computer science, and its advantage is that even elementary school students can easily understand it. Most of the North Korean Defector specialized alternative schools in the country have the purpose of having their students pass the qualification exam and be admitted to college. Therefore, the data, or information courses, are comprised of simple typing practices and basic office program handling. The purpose of the present study is to offer a teaching plan for these North Korean refugee adolescents, and we had assessed the courses in terms of its effectivity through a verification process. As a result, during the stage where we analyzed the answers from surveys, that they considered suggested curriculum for these specialized North Korean refugee alternative school was appropriate and have the potential to increase the student's satisfaction and interest.
Journal of The Korean Association For Science Education
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v.38
no.6
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pp.765-780
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2018
The purpose of this study is to synthesize the theoretical perspectives, research methods, and research results of teachers' professional vision by reviewing and analyzing previous research papers and to suggest implications for science teacher education and research. Three databases were used to search peer reviewed journal articles published between 1997-2017, which include 'teachers' and 'professional vision' explicitly in abstracts and empirical studies only. 21 articles in total were analyzed and review results are as follows. First, researchers regarded professional vision as a new concept of teacher professionalism. Previous research viewed professional vision as integrated structure of teachers' knowledge or ability activated at specific moment. Second, the analytical framework of professional vision included two aspects; 'selective attention' and 'reasoning'. Several aspects of lessons or the desirable teaching and learning factors are suggested as the subcategories of selective attention. Hierarchical levels or independent reasoning ability factors are suggested as the subcategories of reasoning process. Third, research on teachers' professional vision focused more on middle school teachers than elementary teachers and on various subject areas. Most studies used video clips and more cases of using videos of non-participants were found. In case of measurement of professional vision, most quantitative scoring methods were whether the responses of experts and teachers on video clips were consistent. Last, most studies examined or assessed teachers' professional vision. It is reported that in-service teachers' professional vision was evaluated higher than novice teachers' and using video clips were effective to examine and improve teachers' professional vision.
This study aims to investigate the online class preference depending on students' gender and school level. To achieve this aim, the study conducted a survey on 4,803 elementary, middle, and high school students in 17 regions nationwide. The valid data of 4,524 were then analyzed using the Apriori algorithm to discern the associated patterns of the online class preference corresponding to their gender and school level. As a result, a total of 16 rules, including 7 from elementary school students, 4 from middle school students, and 5 from high school students were derived. To be specific, elementary school male students preferred software-based classes whereas elementary female students preferred maker-based classes. In the case of middle school, both male and female students preferred virtual experience-based classes. On the other hand, high school students had a higher preference for subject-specific lecture-based classes. The study findings can serve as empirical evidence for explaining the needs of online classes perceived by K-12 students. In addition, this study can be used as basic research to present and suggest areas of improvement for diversifying online classes. Future studies can further conduct in-depth analysis on the development of various online class activities and models, the design of online class platforms, and the female students' career motivation in the field of science and technology.
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