• Title/Summary/Keyword: Convergence teaching-learning program

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Guided Instruction of Introducing Computational Thinking to Non-Computer Science Education Major Pre-Service Teachers

  • Song, Ki-Sang
    • International journal of advanced smart convergence
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    • v.6 no.2
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    • pp.24-33
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    • 2017
  • Since 'teaching coding' or 'programming' classes for computational thinking (CT) education in K-12 are renowned around the world, a pre-service teachers' readiness for integrating CT into their teaching subjects is important due to the fact that CT is considered to be another 'R' from algoRitm for 21st century literacy, in addition to the traditional 3R (Reading, Writhing, and Arithmetic) [2] and CT roles to other disciplines. With this rationale, we designed a guided instruction based CT course for pre-service teachers. We show the effectiveness of the program with respect to the teachers' attitude toward combining CT into their teaching subjects, and mindset changes of learning computing connected with the career development of the teacher themselves. The research focused on the instructional methodology of teaching programing for non-Computer Science Education (CSE) majors who are not familiar with computer science for alleviating the cognitive load of first exposure to programming course under the CT concepts.

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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The Effect of Convergence Lesson Plan and Teaching Demonstration for Enhancing Creative Competency of The Pre-service Teachers' (중등예비교사의 창의역량 강화를 위한 융합수업지도안 작성 및 수업시연의 효과)

  • Kim, Eunjin
    • The Journal of the Korea Contents Association
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    • v.19 no.3
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    • pp.466-474
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    • 2019
  • The purpose of this study was to investigate the enhancing creative competency and changes in academic challenge for the pre-service teachers. For this purpose, 94 pre-service teachers participated in project learning through the preparation of the convergence instruction and the class demonstration during one semester. The pre and post questionnaire survey was conducted the measurement of creative leader competence and K-NSSE for academic challenge. Analysis of data was performed using the IBM SPSS 18.0 program for the corresponding sample t test. The creative competency included 'higher mental thinking', 'problem solving', 'curiosity', 'sensitivity' 'task commitment', 'the pursuit of social value', and 'co-operations and considerations'. This results was significant(p< .05). Academic challenge, high-order learning domain and learning strategies domain were significant(p< .05). Based on this, in order to generalize the convergence education and convergence lesson, it is necessary to design various convergence lessons and practice study to make a plan and practice it. In addition, the implications for the necessity of correcting and supplementing the effects after repeated convergence lessons were discussed.

Exploring Domestic and International Elementary School Convergence Science Education Program - Korea, the U.S., and the U.K. - (국·내외 초등학교 융합 과학 교육 프로그램 탐색 - 한국, 미국, 영국을 중심으로 -)

  • Na, Sanghoon;Kwon, Nanjoo
    • Journal of Korean Elementary Science Education
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    • v.33 no.2
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    • pp.231-241
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    • 2014
  • This study is subject to compare the STEAM and the STEM education of Korea, the U.K., and the U.S. to find their differences and similarities, as well as the implications in implementing the STEAM education in Korea. In order to accomplish this, the educational objectives, contents and topics, teaching and learning methods, subjects and timing for education, and convergence curriculum were compared; also, after choosing the representative program of each country, a cross-comparative analysis was done for the teaching and learning method distribution ratio, content element distribution ratio, program distribution ratio, STEAM domain ratio, curriculum structure and domain ratio, frequency of inquiry process, basic inquiry, integrated inquiry frequency, hourly basic inquiry, and integrated inquiry process. As a result, it was possible to obtain 77 programs, a total of 656 class hours of Korea, 65 programs and 846 class hours of the U.S., and 75 programs and 774 class hours of the U.K. The results are as follows: Korea's STEAM and the U.K. and the U.S.' STEM all include science, technology, engineering, arts, and mathematics, but in terms of frequency, Korea's STEAM has higher figure in arts. However, the U.K. and the U.S. have higher frequency of debate and discussion, and there were many cases of a student, after receiving feedback from other students, modifying the work.

A Study on Game Content Development Methodology for Mathematics Learning to Raise Mathematical Intuition: for Elementary Geometry Learning (수학적 직관을 키우는 게임 콘텐츠 개발 방법 연구 : 초등 기하 영역을 중심으로)

  • Kim, Yoseob;Woo, Tack;Joo, Heeyoung
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.95-110
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    • 2013
  • Current up-to-date courses of study put emphasis on raising creative students. However, the cramming methods of teaching mathematics in the school seems far from the creativity and the number of students who feels mathematics difficult is increasing. To overcome this situation, the government proposed 'the mathematics education using storytelling', which leads to lots of developments of mathematics using serious game in many areas. However most of the current serious games couldn't do away with the deductive framework of mathematics, which makes it impossible to achieve the purpose of raising creative students. This is because existing mathematics serious games have not deeply contemplated many aspects such as the purpose and theories of teaching and teaching mathematics. Therefore, in order to overcome the limitations of cramming methods in existing mathematics educations, this research proposes the new method of developing serious game contents for elementary geometry that is useful to improve mathematical intuition, based on RME, the theory of teaching/learning mathematics.

Case of Non-face-to-face Teaching-learning in the subject of "Research and Guidance on Early Childhood Materials" in the Pre-service Early Childhood Teacher Training Program (예비유아교사 양성과정의 '유아 교재교구 연구 및 지도법' 교과목의 비대면 교수-학습 사례)

  • Kim, Ji-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.227-238
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    • 2022
  • This study is the case of non-face-to-face teaching-learning in the subject of "Research and Guidance on Early Childhood Materials" in the pre-child teacher training program. The study conducted a non-face-to-face teaching-learning model for 18 students at B University in region C who took lectures on 'Research and Guidance on Early Childhood Materials' in the first semester of 2021. As a non-face-to-face teaching-learning model, it consisted of video lectures, real-time zoom classes, and various forms of 'communication' through frequent feedback and interaction and 'participation'. As a teaching-learning strategy for the participation of pre-service early childhood teachers, comment on questions related to early childhood materials, in-depth reflection on early childhood materials through writing reflective journals and observation reports, and step-by-step presentation of making childhood materials plans, processes, and results were carried out. As a result of exploring the experience of making early childhood materials for pre-service early childhood teachers, factors such as "growth experience through trial and error," "thinking from child's point of view", "Increase efficiency and reduce burden through communication", "Process rather than result" and "The importance of communication and interaction in non-face-to-face classes"

Short-term ICT Training Program for Non-Computer Science Major Teachers in Developing Countries for Improving ICT Teaching Efficacy

  • Jeon, Yongju;Song, Ki-Sang
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.73-85
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    • 2018
  • The purpose of this study is to develop a short-term ICT training course that helps teachers from non-computing disciplines in developing countries acquire flipped-learning content creation skills. A field application is performed by applying the developed ICT training course to secondary school teachers of non-ICT subject specialisms in Laos. In the field study, participating teachers' teaching efficacy on ICT and satisfaction toward the training course are measured. The result of t-test on ICT teaching efficacy showed statistically significant increases in teachers' self-efficacy related to ICT use, both personal efficacy and outcome expectancy. The satisfaction survey performed after training showed that trainees were highly satisfied with the training course. The results of this field study could be used to propose a short-term teacher education model that could be applicable to teachers in other developing countries.

Predictors of Online Learning Satisfaction in Nursing Students after COVID-19 Pandemic (COVID-19 대유행 이후 간호대학생의 온라인 학습 만족도 예측요인)

  • Ahn, Jun-Ha;Son, Jang-Hoon;Kim, Soo-Yeon
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.451-461
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    • 2021
  • This study was conducted for nursing students to identify the effects of professors' teaching skills, learners' online learning readiness and major satisfaction on the online learning satisfaction after the COVID-19 pandemic. The participants recruited from nursing colleges located in five province, and data was collected using the Google Online Questionnaire from August 17th to October 5th, 2020. A total of 130 data were analyzed using the SPSS 23.0 program. As a result of this study, the factors that affect online learning satisfaction are the methods in the teaching skills (β=.43, p <.001) and self-directed learning in the online learning readiness (β=.33, p <.001), and satisfaction in nursing major (β=.21, p <.001). The results of this study suggest that education methods need to be devised to enhance the satisfaction of online learning in nursing colleges, and environmental improvements that can be self-directed learning are needed.

A Study on the Development of Mathematical-Informatics Linkage·Convergence Class Materials according to the Theme-Based Design Model (주제기반 설계 모형에 따른 수학-정보 연계·융합 수업 자료 개발 연구)

  • Lee, Dong Gun;Kim, Han Su
    • Communications of Mathematical Education
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    • v.37 no.3
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    • pp.517-544
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    • 2023
  • This study presents the process and outcomes of developing mathematical-informatics linkage·convergence class materials, based on previous research findings that indicate a lack of such materials in high schools despite the increasing need for development of interdisciplinary linkage·convergence class materials In particular, this research provides insights into the discussions of six teachers who participated in the same professional learning community program, aiming to create materials that are suitable for linkage·convergence class materials and highly practical for classroom implementation. Following the material development process, a theme-based design model was applied to create the materials. In alignment with prior research and consensus among teacher learning community members, mathematics and informatics teachers developed instructional materials that can be utilized together during a 100-minute block lesson. The developed materials utilize societal issue contexts to establish links between the two subjects, enabling students to engage in problem-solving through mathematical modeling and coding. To increase the validity and practicality of the developed resources during their field application, CVR verification was conducted involving field teachers. Incorporating the results of the CVR verification, the finalized instructional materials were presented in the form of a teaching guide. Furthermore, we aimed to provide insights into the trial-and-error experiences and deliberations of the developers throughout the material development process, with the intention of offering valuable information that can serve as a foundation for conducting related research by field researchers. These research findings hold value as empirical evidence that can explore the applicability of teaching material development models in fields. The accumulation of such materials is expected to facilitate a cyclical relationship between theoretical teaching models and practical classroom applications.

Convergence Education Program Using Smart Farm for Artificial Intelligence Education of Elementary School Students (초등학생 대상의 인공지능교육을 위한 스마트팜 활용 융합교육 프로그램)

  • Kim, Jung-Hoon;Moon, Seong-Hwan
    • Journal of the Korea Convergence Society
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    • v.12 no.10
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    • pp.203-210
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    • 2021
  • This study was conducted to develop a convergence education program using smart farms with both input data(temperature, humidity, etc.) and output data(vegetables, fruits, etc.) that are easily accessible in everyday life so that elementary school students can intuitively and easily understand the principles of artificial intelligence(AI) learning. In order to develop this program, we conducted a prior study analysis of a horticulture, software, robot units in the 2015 Practical Arts curriculum and artificial intelligence education. Based on this, 13 components and 16 achievement criteria were selected, and AI programs of 4 sessions(a total of 8 hours). This program can be used as a reference when developing various teaching materials for artificial intelligence education in the future.