• Title/Summary/Keyword: Convergence gifted education

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The Survey of Perception and Needs on Development of Lecture to Promote Creativity·Personality of Pre-service Teachers (예비영유아교사의 창의·인성 함양을 위한 강좌 개발을 위한 인식 및 요구도 조사)

  • Kim, Rae-Eun;Ahn, Mi-Young
    • Journal of Convergence for Information Technology
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    • v.9 no.8
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    • pp.205-213
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    • 2019
  • The purpose of this study was to investigate the perception and needs on development of lecture to promote creative personality of pre-service teachers. The subjects were 161 students in 4th grade in early childhood education department. The questionnaire was composed of 3 items of 'recognition of creativity personality lecture' and 7 items of 'demand of development for creativity personality lecture'. The data was analyzed frequency and percentage by descriptive statistics. In the results, first, most of pre-service teachers recognized the importance on development of creativity personality lecture, and support of 'development and application of creativity personality lecture'. They recognized that creativity personality lecture was effective. Second, more than half of them responded that they would take creativity personality lecture, and this lecture was most appropriate 2 courses and 3 hours 10 weeks per semester. They demanded a lot of propensity element among creativity education elements, convergence classes in various fields, teaching medium for 'movie and music', and 'portfolio evaluation'.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

The Effects of Creating a Cooking Activity by Applying Recipe Development on Young Children's Creativity and Nutrition Knowledge (레시피 개발을 적용한 요리활동이 유아의 창의성 및 영양지식에 미치는 영향)

  • Kim, Rae-Eun;Hong, Soon-Ock;Kim, Myung-Hee
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.122-134
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    • 2019
  • The purpose of this research is to analyze the effect on children's creativity and nutrition knowledge of cooking activities by applying recipe development. The procedure consists 7 steps which are diagnosing a necessity, setting a basic direction, setting ingredients and topics of the activity, designing some models of the activity, designing some developed activity, lastly completing the creative cooking activity. The model of this activities consists 5 steps which are exploring the ingredients, creating a recipe, practising the activities, representing the activities, lastly evaluation the activities. Participants were 36 children who are 4 to 5 years old from K daycare center located in Busan. The results exhibited that creativity and nutrition knowledge of experimental group is significantly higher than comparative group. The creative cooking activity by applying recipe development is effective for advancing in creativity and getting nutrition knowledge of children.

Analysis of Research Trends Using Text Mining (텍스트 마이닝을 활용한 연구 동향 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.6 no.1
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    • pp.23-30
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    • 2020
  • This study used the text mining method to analyze the research trend of the Journal of Creative Information Culture(JCIC) which is the journal of convergence. The existing research trend analysis method has a limitation in that the researcher's personality is reflected using the traditional content analysis method. In order to complement the limitations of existing research trend analysis, this study used topic modeling. The English abstract of the paper was analyzed from 2015 to 2019 of the JCIC. As a result, the word that appeared most in the JCIC was "education," and eight research topics were drawn. The derived subjects were analyzed by educational subject, educational evaluation, learner's competence, software education and maker culture, information education and computer education, future education, creativity, teaching and learning methods. This study is meaningful in that it analyzes the research trend of the JCIC using text mining.

Development of health education program model of young children for prevention and management of fine dust based on e-book using QR code (미세먼지 예방 및 관리를 위한 QR 코드 활용의 e-book 기반 유아건강교육 프로그램 모형 개발)

  • Kim, Rae-Eun;Koo, Sang-Mee
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.171-179
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    • 2019
  • This study was to develop the health education program model of young children based on e-book using QR code to prevent and manage fine dust. We developed program to prevent and manage fine dust for young children' health through in-depth discussions with 2 young children's health experts and 3 young children education experts, and developed the e-book using QR code. The program model for fine dust's prevention education based on e-book using QR code was verified for suitability as a field adaptation and teaching medium for 5-year old. The results of this study are as follows: First, the program model for fine dust's prevention education based on e-book using QR code was developed through 3 stages of appreciation activity-central activity-finishing activity. Second, the e-book using QR code is a useful teaching medium applicable to fine dust's prevention education program. In conclusion, the e-book-based fine dust's prevention education program using QR code will be used as an appropriate education method for fine dust's prevention and health management activities in the field of education for young children.

Establishment of Teaching Strategy Through Investigating Scientific Attitude, Learning Style, Student'S Preferences of Teaching Style and Learning Environments of Korea Science Academy Students (한국과학영재학교 학생들의 과학적 태도, 학습양식, 선호하는 수업형태와 수업환경 조사를 통한 수업전략의 수립)

  • Lee, Jeong-Cheol;Kang, Soon-Min;Huh, Hong-Wook
    • Journal of Gifted/Talented Education
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    • v.19 no.1
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    • pp.141-162
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    • 2009
  • The purpose of this study was to find out the learner's characteristics of students of Korea Science Academy by comparing general high school students and science high school students to Korea Science Academy students in terms of scientific attitude, learning styles, preferred teaching style, and learning environment, and to find out the differences of the learner's characteristics by gnender and school number, and to establish teaching strategies based on the findings. First, scientific attitude level of Korea Science Academy students was similar with science high school students and was high level comparing with general high students. Second, for learning style, the students of Korea Science Academy had many independent, collaborative and participatory types, Third, for the prefered science teaching style, the students of Korea Science Academy had high demands for diversification and thinking at higher levels girl students had open-mindedness and cooperation and voluntariness of higher level in scientific attitude, had more independent types in leraning style, and had higher preference of teacher's support, subject convergence and permissive atmosphere than boy students. there were no difference of student's characteristics and preferences by school number. Based on the findings, we proposed 4 teaching strategies.

Development of "Movie Production Project" Science-Arts Convergence STEAM Program and its Effects on Elementary School Students' Career Orientation of Science, Career Awareness and Creative Personality ("영화공작소" 과학·예술 융합형 융합인재교육(STEAM) 프로그램 개발 및 초등학생의 과학 진로지향도, 진로인식 및 창의적 성향에 미치는 영향)

  • Yoo, Mi Hyun;Park, Gi-Su;Chang, Woo Jin;Suk, Hae Jung;Kim, Sunghwan;Park, Mun Sook;Lee, Jina;Lee, Chong-Sup;Jin, Suk Hee;Yu, Hwasoo;Jung, Hyunji;Choi, Jung Jin;Kang, Yun Hee
    • Journal of Science Education
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    • v.40 no.1
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    • pp.31-51
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    • 2016
  • The purpose of this study was to develop "Movie Production Project" Science-Arts convergence STEAM program for elementary students and investigate the effects of the program on career orientation of science, career awareness and creative personality. Participants were 82 elementary school students. The results of this study were as follows: First, experimental group's total score of career orientation of science was significantly higher than that of comparative group. Among sub-areas, science learning preference, science career preference and perception on science career worth were significantly different between two groups. Experimental group's scores were significantly higher than those of comparative group. Second, experimental group's career awareness total score was significantly higher than that of comparative group including all sub-areas. Third, experimental group's creative personality total score was significantly higher than that of comparative group including 2 sub-areas, independence, openness. Finally, experimental group student's perception on the program showed that it was interesting, a little easy and they hoped to study again.

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Development of a Program for Topophilia Geological Fieldwork Based on Science Field Study Area in Youngdong, Chungcheongbuk-do (충북 영동 지역의 과학학습장을 활용한 토포필리아 야외지질학습 프로그램 개발)

  • Yoon, Ma-Byong;Nam, Kye-Soo;Baek, Je-Eun;Bong, Phil-Hun;Kim, Yu-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.76-89
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    • 2017
  • The purpose of this study is to develop a science field study area using Geumgang(Geum River), fossil origins and various geological resources in Youngdong area of Chungcheongbuk-do as educational resources; and utilize them to develop an education program to cultivate earth science and topophilia. The Youngdong sedimentary basin (Cretaceous period) has a well-developed outcrop along the Geumgang and it is therefore easy to find various geological structures, plant fossils, and dinosaur fossils. Also, it has a distinct sedimentary structure, such as mud cracks, ripple marks and cross-bedding. Science field study area(6 observation sites) were developed based on school curriculum, textbook analysis, and professional earth science education panel discussion to create a convergence education program. The result of validating the developed program showed that all the items were satisfactory ($CVR{\geq}0.88$) in the test categories. The science field study teaching-learning model was applied to actual classes. The evaluation result for class satisfaction was positive, scoring Rickert scale 4.18. The result of observation about the outdoor classroom process in the science field study area revealed that students were able to form a new image of the beautiful scenery of the Geumgang. Also, the students could gain a new understanding, concept and value of various geological objects (sandy beach, stepping-stones, dinosaur footprint fossils, sedimentary formation), which naturally allowed them to form topophilia.

A Meta-Analysis on the Effects of Integrated Education Research (통합교육의 효과에 대한 메타분석)

  • Kim, Jiyoung;Park, Eunmi;Park, Jieun;Bang, Dami;Lee, Yoonha;Yoon, Heojoeng
    • Journal of The Korean Association For Science Education
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    • v.35 no.3
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    • pp.403-417
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    • 2015
  • The purpose of this study was to investigate the effectiveness of integrated education research conducted in Korea and to propose a meaningful discussion for further research. Among the studies conducted for last three years, the relevant 161 research articles were selected, and 236 effect sizes were calculated. Effect sizes were analyzed with different dependant variables including creativity, problem solving ability, academic achievement, inquiry skills, creative personality, scientific attitude, and interests. In addition, effect sizes with different moderating variables, such as characteristics of subjects, sample sizes, class types, core disciplines and publication types, were compared. The results are as follows: The overall effect size of integrated education program produced a huge effect (effect size=0.88, U3=81.06%). Integrated education program showed the highest effect size on scientific attitude among other dependant variables. However, all of the other dependant variables represented more than medium size effect size. Integrated program proved to be more effective on kindergarten pupils and gifted students compared to other school levels and regular students. The effect size for group of less then thirty students were larger than other groups. Programs implemented in after school hours were more effective than in regular school hours. Considering the core subject of program, arts-centered integrated programs showed the largest effect size, while all the others showed above medium effect sizes. Finally, doctoral dissertation showed the highest effect size compared to master's thesis and academic journal articles. Conclusions and recommendations for further research were provided.

Development of Convergence Education (STEAM) Program for High School Credit System (고교학점제를 위한 융합교육(STEAM) 프로그램 개발)

  • Kwon, Hyuksoo;Kim, Eojin;Kim, Jaewoon;Min, JaeSik;Bae, SangIl;Son, MiHyun;Lee, Hyonyong;Choi, JinYoung;Han, MiYoung;Ham, HyungIn
    • Journal of Science Education
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    • v.46 no.1
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    • pp.93-108
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    • 2022
  • The purpose of this study is to develop a STEAM program that can be used in the high school credit system to be fully implemented in 2025, and to examine its validity and effectiveness. The STEAM program analyzed the 2015 revised curriculum centering on science, technology, and engineering through the 2015 revised curriculum analysis, and then selected the five latest issues: hydrogen fuel, climate crisis, data science, appropriate technology, and barista. In accordance with this self-developed program development format (frame), it was developed for seven months through a process of group deliberation. The draft of the STEAM program for 29 sessions of five types, developed to indirectly experience the career path and occupation of high school students, was verified through consultation with 2 STEAM education experts. It was applied at five different high schools for a pilot implementation. As a result of the pilot application, it was confirmed that the students' STEAM attitude significantly improved in the post-test than the pre-test, and the students' high satisfaction with the program was confirmed. In addition, through an interview with the pilot application teacher, it was positively evaluated that 'the content and level of the program are suitable and through experience solving real-life problems, you can apply the content knowledge of related subjects and have an opportunity to experience careers.' Based on the results of the pilot application, the high school credit system STEAM program for students and teachers was finally completed in 29 lessons of five types. Through this study, the development and operation of the next-generation STEAM program that can be applied in the high school credit system should be actively developed, and a plan to improve teachers' professionalism so that the high school credit system can be established and operated properly for blended classes triggered by COVID-19. The necessity of design was suggested. This study is expected to be used as basic data for the development and operation of STEAM programs in the high school credit system, which will be fully implemented in 2025.