• Title/Summary/Keyword: 컴퓨터와 수학교육

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A Look at the Physics Concept Hierarchy of Pre-service Physics Teacher Through the Knowledge State Analysis Method (지식상태 분석법을 통한 예비 물리교사들의 학년별 물리개념 위계도 분석)

  • Park, Sang-Tae;Byun, Du-Won;Lee, Hee-Bok;Kim, Jun-Tae;Yuk, Keun-Cheol
    • Journal of The Korean Association For Science Education
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    • v.25 no.7
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    • pp.746-753
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    • 2005
  • In order to be efficient teachers should understand the current level of leaners through diagnostic evaluation. However, it is arduous to administer a diagnostic examination in every class because of various limitations. This study examined, the major issues arising from the development of a new science diagnostic evaluation system by incorporating the using knowledge state analysis method. The proposed evaluation system was based on the knowledge state analysis method. Knowledge state analysis is a method where by a distinguished collection of knowledge uses the theory of knowledge space. The theory of knowledge space is very advantageous when analyzing knowledge in strong hierarchies like mathematics and science. It helps teaching plan through methodically analyzing a hierarchy viewpoint for students' knowledge structure. The theory can also enhance objective validity as well as support a considerable amount of data fast by using the computer. In addition, student understanding is improved through individualistic feedback. In this study, an evaluation instrument was developed that measured student learning outcome, which is unattainable from the existing method. The instrument was administered to pre-service physics teachers, and the results of student evaluation was analyzed using the theory of knowledge space. Following this, a revised diagnostic evaluation system for facilitating student individualized learning was constructed.

A Case Study on the Effect of the Artificial Intelligence Storytelling(AI+ST) Learning Method (인공지능 스토리텔링(AI+ST) 학습 효과에 관한 사례연구)

  • Yeo, Hyeon Deok;Kang, Hye-Kyung
    • Journal of The Korean Association of Information Education
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    • v.24 no.5
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    • pp.495-509
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    • 2020
  • This study is a theoretical research to explore ways to effectively learn AI in the age of intelligent information driven by artificial intelligence (hereinafter referred to as AI). The emphasis is on presenting a teaching method to make AI education accessible not only to students majoring in mathematics, statistics, or computer science, but also to other majors such as humanities and social sciences and the general public. Given the need for 'Explainable AI(XAI: eXplainable AI)' and 'the importance of storytelling for a sensible and intelligent machine(AI)' by Patrick Winston at the MIT AI Institute [33], we can find the significance of research on AI storytelling learning model. To this end, we discuss the possibility through a pilot study targeting general students of an university in Daegu. First, we introduce the AI storytelling(AI+ST) learning method[30], and review the educational goals, the system of contents, the learning methodology and the use of new AI tools in the method. Then, the results of the learners are compared and analyzed, focusing on research questions: 1) Can the AI+ST learning method complement algorithm-driven or developer-centered learning methods? 2) Whether the AI+ST learning method is effective for students and thus help them to develop their AI comprehension, interest and application skills.

Perception of Science Core Competencies of High School Students who Participated in the 'Skills' based Inquiry Class of the 2015 Revised Science Curriculum (2015 개정 과학과 교육과정의 '기능' 기반 탐구 수업에 참여한 고등학생의 과학과 핵심역량에 대한 인식)

  • Sangyou Park;Wonho Choi
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.87-98
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    • 2023
  • In this study, we investigated the change in science core competency perception of high school students and the reason for change when science inquiry classes were conducted using eight 'skills' of the 2015 revised science curriculum. Fifteen first-year high school students in Jeollanam-do participated in the science inquiry class of this study, and the class was conducted for 20 hours (5 hours a day for four days). The inquiry activities used in the class consisted of four activity stages (research problems, research methods, research results, and conclusions) and each stage was constructed to include at least one 'skill (Problem Recognition, Model Development and Use, Inquiry Design and Performance, Data Collection, Analysis and Interpretation, Mathematical Thinking and Computer Application, Conclusion and Evaluation, Evidence-based Discussion and Demonstration, and Communication)'. As a result of the study, students' perception of the five science core competencies increased statistically significantly at the significance level of 0.01 through inquiry classes and more than 93% of students recognized that their science core competencies improved through the classes. However, since the class of this study was conducted for a small number of students, it is difficult to generalize the effect of the class, and so it is necessary to conduct a quantitative study for many students.

Suggestion of Computational Thinking-Scientific Inquiry (CT-SI) Model through the Exploration of the Relationship Between Scientific Problem Solving Process and Computational Thinking (과학적 문제해결과정과 컴퓨팅 사고의 관련성 탐색을 통한 컴퓨팅 사고 기반 과학 탐구(CT-SI) 모형의 제안)

  • Hwang, Yohan;Mun, Kongju
    • Journal of Science Education
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    • v.44 no.1
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    • pp.92-111
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    • 2020
  • The 2015 revised science curriculum and NGSS (Next Generation Science Standard) suggest computational thinking as an inquiry skill or competency. Particularly, concern in computational thinking has increased since the Ministry of Education has required software education since 2014. However, there is still insufficient discussion on how to integrate computational thinking in science education. Therefore, this study aims to prepare a way to integrate computational thinking elements into scientific inquiry by analyzing the related literature. In order to achieve this goal, we summarized various definitions of the elements of computational thinking and analyzed general problem solving process and scientific inquiry process to develop and suggest the model. We also considered integrated problem solving cases from the computer science field and summarized the elements of the Computational Thinking-Scientific Inquiry (CT-SI) model. We asked scientists to explain their research process based on the elements. Based on these explanations from the scientists, we developed 'Problem-finding' CT-SI model and 'Problem solving' CT-SI model. These two models were reviewed by scientists. 'Problem-finding' model is relevant for selecting information and analyzing problems in the theoretical research. 'Problem solving' is suitable for engineering problem solving process using a general research process and engineering design. In addition, two teachers evaluated whether these models could be used in the secondary school curriculum. The models we developed in this study linked with the scientific inquiry and this will help enhance the practices of 'collecting, analyzing and interpreting data,' 'use of mathematical thinking and computer' suggested in the 2015 revised curriculum.

Intensive Treatment Program for Students with Game Addiction based on Multiple Intelligences (다중지능이론 기반의 게임중독치료 프로그램)

  • Jun, SooJin;Kim, SooHwan;Lee, WonGyu;Han, SunGwan
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.13-23
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    • 2014
  • For this paper, we developed a game-addiction therapy program for students with gaming addiction based on multiple intelligences (MI) and verified its effects. The participants were 54 elementary students selected through a game addiction test in Incheon City, Korea. We tested the students' MI to facilitate program development. the students with gaming addiction showed strengths in the Bodily-kinesthetic, Naturalist, and Spatial intelligences whilst showing weaknesses in the Logical-mathematical, Intrapersonal, and Interpersonal intelligences as opposed to normal students who had opposite results. We arranged the program around various gaming and playing activities to engage their stronger intelligences; we added activities to address their weakness (i.e., Logical-mathematical, Intrapersonal, and Interpersonal intelligences). This study has shown that this program lowered the game immersion level of the students and was helpful in turning their attention to other activities. There were significant differences between pretest and posttest game addiction scores (p<0.001). Their weekly gaming time and computer usage decreased rapidly. Satisfaction with the game addiction therapy program based on MI was very high.

An Analysis on the Status Quo of International Students' Media Information Literacy in Social Network Environment (소셜 네트워크 환경에서 국내 외국인 유학생의 미디어 정보 리터러시 현황분석)

  • Choi, Jin-Sik;Lee, Young-Suk;Uh, Je-Sun;Choi, Chul-Jae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.6
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    • pp.1323-1332
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    • 2018
  • The purpose of this study is to analyze the level of Media Information Literacy of international students in K-university, who attend the courses in which the classes are delivered only in English. A survey was carried out to find out the level of media information literacy. In order to verify the validity and reliability of the measurement result gathered from the responses, an item analysis was carried out with SPSS21.0, a statistics analysis software, and the diversity of utilizing media information literacy was also measured according to the factors of each analysand group. The analysis result gathered through ${\chi}^2-test$, a frequency analysis tool, shows that international students use domestic media information literacy mainly for daily life activities such as the internet shopping and the bank transaction.

The Development of Self-Directed CAI Using Web - The main theme is the figure part of mathematics - (웹을 이용한 자기 주도적 CAI 개발 - 수학과 도형영역 중심 -)

  • Kang, Seak;Ko, Byung-Oh
    • Journal of The Korean Association of Information Education
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    • v.5 no.1
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    • pp.33-45
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    • 2001
  • In order to adapt ourselves to the Informationalization Society of twenty-first century, it is required to have ability to find quickly the necessary information and solve the problem of our own. In the field of school, it should be educated to develop learner's ability that can cope with the Informationalization Society. When a learner can study in such direction, he or she will be able to plan the learning of his own as the subject of education, and develop his ability to solve the problem by collecting and examining various information. It is self-leading learning that can make education like this possible. Through computer, especially Web site, self-directed learning can develop can develop the individuality and creativity of learners. They can collect and utilize autonomously information and knowledge. To do such an education, the program that can work out self-directed learning is needed. Therefore the program I want to develop is to reconstruct the 'figure' part of mathematics in elementary school into five steps by utilizing Web site. In the first step is to learn the concept of various shape. This step enable learners to know what figure is and how it can be utilized in our real life. The second step of dot, line and angle makes it possible that learners can consolidate the foundation of the study about figure and recognize the relation between angle and figure. In the third step of plane figure, we can study how to calculate the relation of plane figures and the area of figure with various shapes by cutting and adding them. The fourth step is about congruence and symmetry. Learners can learn to know the figure in congruence, reduction and enlargement and how it is used in our real life. In the fifth step of solid figure, we can learn the relation among the plane figure, solid figure, the body of revolution, corn and pyramid etc. controling the speed of learning on the basis of his ability. In the process of the program, it is also possible to develop learner's ability of self-leading learning by solving the problem by himself. Because this program is progressed on the Web site, it is possible to learn anytime and anywhere. In addition to it, a learner can learn beyond the grade as well as do the perfect learning by controling the pace of learning on the basis of his ability. In the process of the program, it is also possible to develop learner's ability of self-leading learning by solving the problem by himself.

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The effect of Virtual Reality sports experience on sports satisfaction, sports immersion, and sports attitude

  • Myung-Soo, Kim;Byung-Nam, Min;Seung-Hwan, Lee;Sung-Hee, Kim;Jae-Hoon, Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.1
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    • pp.129-136
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    • 2023
  • In this paper, we propose the positive effects of Virtual Reality(VR) sports classes and the foundation for VR sports to become the basis of lifelong sports education through the application of physical education classes in sports virtual reality programs are to be provided. For this purpose, the effect of VR sports experience on sports satisfaction, sports immersion, and sports attitude factors was investigated for 281 elementary school students in Busan. Results It was found that VR sports experience had a significant effect on sports satisfaction, sports satisfaction had a significant effect on sports immersion and sports attitude, and sports immersion had a significant effect on sports attitude. The great advantage of sports virtual reality is that sports activities for items that are difficult to deal with in physical education classes and unpopular items will be easily performed. In addition, by using a program that links physical education classes with English and mathematics, physical education will be recognized as a convergence subject by elementary school students, and at the same time, it will become an integrated subject that can acquire fun elements and learning elements at the same time through play or games.

Research on the Teaching Building-blocks in Elementary Geometry Class using 3D Visualization SW (3D Visualization SW를 활용한 초등학교 쌓기나무 도형교육에 관한 연구)

  • Bae, Hun Joong;Kim, Jong-seong
    • The Journal of the Korea Contents Association
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    • v.17 no.6
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    • pp.71-80
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    • 2017
  • The standards for achievement levels for building blocks in elementary geometry class is to enhance spatial cognitive ability through practices describing shape patterns of building blocks observed from different directions. However, most of building block in the textbook is described from only one perspective. Even worse, some examples in the textbook are almost impossible to observe in the real world. Contrary to this, simulated views by Wings3D has shown that each box may look quite differently from different angles let alone the size of each box. Using Wings3D, it is also very easy to build different types of building blocks with various levels of difficulty in the virtual space. Based on these results, in this study, 3D visualization SW is suggested as a potential pedagogical tool for the elementary geometry class to help kids perceive objects in space more precisely. We have shown that 3D visualization SW such as Wings3D could be a powerful, compact 3D SW for most of subjects which are covered in elementary geometry education. Wings3D has another advantage of economic open source SW fully compatible with school PCs.

The Comparison of Perceptions of Science-related Career Between General and Science Gifted Middle School Students using Semantic Network Analysis (과학영재 중학생들과 일반 중학생들의 과학과 관련된 직업에 대한 인식 비교: 언어 네트워크 분석법 중심으로)

  • Shin, Sein;Lee, Jun-Ki;Ha, Minsu;Lee, Tae-Kyong;Jung, Young-Hee
    • Journal of Gifted/Talented Education
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    • v.25 no.5
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    • pp.673-696
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    • 2015
  • Students' perception of science-related career strongly influences the formation of career motivation in science. Especially, the high level of science gifted students' positive perceptions plays an important role in allowing them to continue to study science. This study compared perceptions of science-related career between general and gifted middle school students using semantic network analysis. To ensure this end, we first structuralize semantic networks of science-related careers that students perceived. Then, we identified the characters of networks that two different student groups showed based on the structure matrix indices of semantic network analysis. The findings illustrated that the number of science-related careers shown in science gifted students' answer is more than in general students' answer. In addition, the science gifted students perceived more diverse science-related careers than general students. Second, scientific career such as natural scientists and professors were shown in the core of science gifted students' perception network whereas non-research oriented careers such as science teachers and doctors were shown in the core of general students' perception network. In this study, we identified the science gifted students' perceptions of science-related career was significantly different from the general students'. The findings of current study can be used for the science teachers to advise science gifted students on science-related careers.