• 제목/요약/키워드: Convergent education

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Design Guidelines of Convergent Education Environment Based on Design Thinking through STEAM Theory

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.56-63
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    • 2023
  • I proposed the architectural guideline for educational environment based on design thinking approach to integrate and enhance learners' activities and achievements. The physical environment of design education learning space should be applied by teaching methods and learning activities, especially for STEAM-based convergent education, the architectural space conditions should support the design process based on design thinking. The learning environment conditions influence design education with physical design factors and learners' communication, and the flexible environment based on design thinking, which is crucial for design education. The 3 steps of design thinking experiences also allow students to learn the context of ideas, skills and outcomes. Therefore, I argued that the learning surrounding based on design thinking needs flexible and mobile, connected, integrated, organized, and team-focused environments to support learners' understanding, participation, and collaboration, and to achieve the design process based on research findings. For spaces for convergent learning environments based on design thinking, common design principles should be reviewed, such as coexistence with technology, safety and security, transparency and spatial extension, multi-purpose space and outdoor learning.

창의적 융복합 『미래융합IT인문학』 교과목 개발 및 운영 효과성 검증 (Creative Convergence Course 『Future Confluence IT Humanities』 Development and Operational Effectiveness Verification)

  • 최은선;고전;최근배;김희필;이호수;박남제
    • 한국멀티미디어학회논문지
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    • 제24권4호
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    • pp.569-582
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    • 2021
  • Education emphasizes problem-solving skills based on convergent thinking power in an era of rising uncertainty and rapid progress. This paper proactively designed e-Learning team teaching convergence liberal arts courses for prospective teachers by these social needs. It analyzed the empirical effects on the operation of the subjects to foster future talent who can converge and apply knowledge in various fields. The curriculum consisted of professors of mathematics, practical Arts, computer, and education, and was operated to convey convergent knowledge of information technology and humanities, and consisted of 15 liberal arts courses at J University. Besides, textbooks and teaching materials were also developed by the faculty. As a result of the primary research, prospective teachers who took the course generally showed high satisfaction with the class, especially for the faculty. The students' overall convergent thinking ability has increased to a statistically significant level (p<.01), and the students' major has been found to be irrelevant. On the other hand, it can be seen that communication, content convergence, and caring factors, excluding creativity factor, have all risen to a significant level.

문항반응이론을 적용한 융합적 사고 및 문제해결 역량진단 도구의 병렬 단축형 개발 : H 대학교를 중심으로 (Development of Parallel Short Forms of the Convergent Thinking and Problem Solving Inventory Utilizing Item Response Theory : A Case Study of Students in H University)

  • 유현주;남나라
    • 공학교육연구
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    • 제26권3호
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    • pp.35-41
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    • 2023
  • The study was conducted to develop two parallel short forms for the Convergent thinking and Problem solving questionnaires which are part of H University's core competency diagnostic tools, based on Multi-Item Response Theory. Item responses of 2,580 students were analyzed using Graded Response Model(GRM) to determine item difficulty and discrimination of each item. The research results are as follows. Two parrallel short tests were developed for the Convergent thinking questionnaire consisting of 12 items which were originally 17 items. Likewise, the Problem solving questionnaire, which originally consisted of 15 questions, was divided into two parallel short forms, each consisting of 9 items. The reliability of the shortened parallel tests was confirmed through internal consistency analysis, and their similarity to the original tests was established through correlation analysis. This study contributed to quality management of competency-based education and programs at H University by developing shortened tests. Based on the results, implications were presented as well as limitations and discussions.

A Psychological Model Applied to Mathematical Problem Solving

  • Alamolhodaei, Hassan;Farsad, Najmeh
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제13권3호
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    • pp.181-195
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    • 2009
  • Students' approaches to mathematical problem solving vary greatly with each other. The main objective of the current study was to compare students' performance with different thinking styles (divergent vs. convergent) and working memory capacity upon mathematical problem solving. A sample of 150 high school girls, ages 15 to 16, was studied based on Hudson's test and Digit Span Backwards test as well as a math exam. The results indicated that the effect of thinking styles and working memory on students' performance in problem solving was significant. Moreover, students with divergent thinking style and high working memory capacity showed higher performance than ones with convergent thinking style. The implications of these results on math teaching and problem solving emphasizes that cognitive predictor variable (Convergent/Divergent) and working memory, in particular could be challenging and a rather distinctive factor for students.

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융합형 영재교육의 가능성 모색 (The Groping of the Possibility about Convergent Gifted Education)

  • 최태호;박명옥
    • 영재교육연구
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    • 제21권3호
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    • pp.683-702
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    • 2011
  • 본고는 예술의 본질이 각 학문의 기저를 이루고 있으며 영재교육의 핵심인 창의인재의 육성이 예술교육을 통해 달성될 수 있다고 보고, 과학과 예술을 통한 융합형 영재교육의 당위성 및 가능성을 모색해보는데 연구의 목적을 두고 있다. 이러한 연구목적을 달성하기 위해 세 가지 측면에서의 탐색이 이루어졌는데, 첫째는 철학적 미학적 관점에서 논의되는 예술의 존재론적 본질과 영재교육의 관련성을 탐색하고, 둘째는 과학과 예술영재교육에 대한 선행 연구의 분석을 통해서 실질적인 가능성을 확인하였다. 그리고 마지막으로 오늘날의 사회문화현상과 지향인(志向人)을 살펴봄으로써 앞으로의 미래사회에 융합형 인재의 육성이 필요함을 주장하였다. 본 논문은 과학 예술영재의 공통된 창의적 사고과정에 대한 요인 규명을 통해 융합형 영재교육의 타당성을 입증하기 위한 후속연구의 발판이 될 것이며, 예술과의 융합형 영재교육에 대한 관점들을 좀 더 확장시키거나 새롭게 인식할 수 있는 계기를 마련해 줄 것이다. 더불어 현재 진행되고 있는 대학부설 예술영재교육원 및 과학예술 영재학교의 설립과 운영에 적지 않은 시사점을 안겨줄 것이라 기대한다.

Design Learning Environment based on Affordance Concept for Convergent Design Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
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    • 제8권1호
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    • pp.199-206
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    • 2020
  • I suggested the design learning environment based on affordance concept approach for supporting and improving learners' behavior and outcome for convergent design education in this study. The design learning space should be applied teaching and learning activity, especially learners' behavior, physical space condition to support the design thinking process. The design learning space needs openness, individuality and connectivity to support the learners' behavioral to immerse, participate, cooperate, understand, think and fulfill the design thinking process. The composition principles of the learning environment for convergent design education supports communication and collaboration among members for independence and interaction. The spaces for design research and teaching needs high privacy while facilitating visual communications through special materials and wall structure design. Also, for connectivity to improve the learners' physical and visual contact, the environment of the classrooms requires flexibility and mobility by providing an open space integrating unit cells for realizing learning purpose. These are provided by formed of an open structure for inducing visual communication and physical contact to involve the design activities and the mutual interchange.

학생들의 과학긍정경험에 영향을 주는 과학교육 선도학교 특성에 대한 질적 탐구 (Qualitative Inquiry of Features of Science Education Leading Schools on Students' Positive Experiences about Science)

  • 곽영순;이성희;강훈식;신영준;이수영
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권3호
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    • pp.317-330
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    • 2019
  • The purpose of this study is to investigate the influences of science leading schools on primary and middle school students' positive experiences about science (PES) through in-depth interviews with teachers in charge of science leading schools. Science leading schools at the primary and middle school level such as Creative Convergent Science Labs and Student Participatory Science Classes were investigated and 11 teachers were participated in focus group interviews. Teacher in-depth interviews were conducted to explore the factors that led to the effectiveness of science leading schools in improving the student's PES in light of operational characteristics of science leading schools, characteristic factors of science leading schools on students PES, and improvement plans and requirements of science leading schools, as well as implications for general high schools. Science leading schools including Creative Convergent Science Labs and Student Participatory Science Classes applied for the leading school funding to secure supplies, equipments, and lab improvement for authentic science classes. In addition, reconstructed the curriculum more broadly than before, and emphasized and expanded student participatory classes and process-centered assessment at the teacher learning community level. Through student-participatory classes, the science leading schools stimulate students' interest in science, provide students with PES) through various instructions including projects, engage students in interesting science experiences in Creative Convergent Science Labs, and enhance inquiry skills and PES as well as science content knowledge. Based on the results, ways to spread the characteristics of science leading schools to general schools are suggested including expanding budget support, securing the space of science labs and improving spatial composition, providing diverse teaching and learning materials, diversifying assessment subjects and methods, and the necessity of teachers' continuous professional development, etc.

A Study on Creative and Convergent SW Education Programs for improving Computational Thinking

  • Lee, Myung-Suk
    • 한국컴퓨터정보학회논문지
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    • 제22권8호
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    • pp.93-100
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    • 2017
  • After the fourth industrial revolution came along, SW education to improve creativity and problem-solving ability began in elementary, middle, and high schools first and then in universities as well positively; however, research on the curriculum or what it has to pursue is not yet enough. Here, this study will investigate the current status of SW education provided in software-oriented schools operated in universities and also given as cultural studies in general universities and examines the curriculum or the standard plan for education. In most schools, it is operated as similar subject names, and diverse methods are tried on- and off-line to cultivate computing thinking skills. Also, to study SW education programs that can be operated in the general cultural courses of universities and find out how to utilize them, this author suggests the goal setting, educational contents, and teaching methods for SW education. As follow-up tasks, it will be needed to apply the suggested programs to the field and find out new evaluation methods in order to cultivate creative and convergent persons of ability.

구성놀이 질과 문제해결력 간의 관계 (Relations Between Qualities of Constructive Play and Problem Solving)

  • 한석실;박주희
    • 아동학회지
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    • 제28권5호
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    • pp.143-159
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    • 2007
  • This study examined the relation between the quality of constructive play and convergent and divergent problem solving. The subjects were 48 five-year-old children. Unit blocks were used to test the quality level of constructive play; a 40 piece puzzle and pattern blocks were used to test convergent problem solving; the pattern blocks also were used to test divergent problem solving. Children's block play was videotaped and pictures were taken of constructions made by children. Data were analyzed by correlation and stepwise multiple regression. Results showed statistically significant correlations between the quality of constructive play and convergent and divergent problem solving. Among the sub variables of constructive play, social play patterns affected convergent problem solving; diversity affected divergent problem solving.

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IoT 기반의 문·이과 통합형 CT 교육 프로그램 개발 (Development of Liberal Art and Natural Science Integration Computational Thinking Education Program Based on the IoT)

  • 정상목;신수범;임택균;문성윤;전인성
    • 한국엔터테인먼트산업학회논문지
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    • 제13권4호
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    • pp.255-262
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    • 2019
  • 2015년도에 개정한 정보 교육과정은 창의 융합형 인재의 성장을 주요 목표로 제시하고 있는데, 창의 융합형 인재의 성장에서 반드시 필요한 것이 컴퓨팅 사고력(CT)이다. 본 논문에서는 창의융합형 인재 성장의 목표에 맞추어 IoT 기술과 문이과 통합과정을 정보교과 내용에 접목하였고 교수-학습 프로그램을 개발하였다. 개발한 교수-학습 프로그램의 효과를 검증하기 위하여 실험연구를 진행하였으며, 연구결과 실험집단의 평균(Mean)이 통제집단보다 10점 이상 높게 나오는 결과를 얻었다. 따라서 본 연구에서 제안한 교수-학습 프로그램이 효과가 있음을 알 수 있었다. 본 연구에서 제안한 교수-학습 프로그램은 프로그래밍 언어뿐만 아니라 IoT 기반의 CT 교육을 통해 실생활의 다양한 분야에 응용되는 SW 기술을 직접 구현하여 SW 교육에 대한 학습 동기와 흥미를 유발시킬 수 있으며 문·이과 통합형 교육을 통해 많은 교과와 융합되는 문제를 해결하고 창의적으로 설계하는 경험을 통해 융합과학적 사고력을 향상시킬 것으로 기대된다.