• Title/Summary/Keyword: Creative Convergence Education Program

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The Perception of Elementary Pre-service Teachers on the Convergence Program through 'Making a Shadow Book' Activity ('그림자 북 만들기' 활동을 통한 초등 예비교사들의 융합 프로그램에 대한 인식)

  • Jeon, Je-Eung;Lee, Ju-Seob;Ko, Sang-Hun;Ko, A-Ra;Shin, Ae-Kyung
    • Journal of the Korean Society of Earth Science Education
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    • v.13 no.3
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    • pp.270-283
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    • 2020
  • The purpose of the study is to investigate the perception of elementary pre-service teachers about convergence program after conducting 'Making shadow book using my creative story' activity. The program consists elementary pre-service teachers to creat their own stories and using them to make a "shadow book." The program was conducted on 52 elementary pre-service teachers for eight weeks. After the end of the program, they were examined for their perception of the convergence program with the Likert scale questions and essay questions. The analysis results of the Likert scale questions showed that they scored very high on the objectives, contents and methods of the program, and the satisfaction, necessity and willingness to re-participate were also high. In addition, the analysis results based on keywords of essay questions about how the program operates, and its advantages and improvements made it possible to categorize them into instructional content, convergence education, teaching competency, thinking ability, psychology, and emotional experience. Through this study, we could see that by experiencing the convergence program ran by cooperative professors of different majors, elementary pre-service teachers naturally recognized the meaning, importance and necessity of convergence education, understood the contents of related subjects easily, and improved teaching competency. But, they also mentioned various improvements due to the situation of non-face-to-face classes.

Development and Application in STEAM Education Materials for Gifted Student (영재를 위한 융합교육(STEAM) 자료 개발 및 적용)

  • Tae, Jin-Mi
    • Journal of Gifted/Talented Education
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    • v.24 no.4
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    • pp.703-728
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    • 2014
  • This study academically examined about whether STEAM education is really needed, as part of the convergence-style gifted education for training a producer in creative knowledge, through the documentary and Delphi survey. Based on the results, it developed STEAM education materials available for being applied to the domestically gifted education field, and examined the field applicability of the developed program. As a result of surveying validity and class satisfaction, the STEAM education materials of having been developed through this study were indicated to be useful in the aspects of the appropriateness for teaching-material composition, the learning satisfaction, and the promotion in the convergence-based thinking ability. The currently domestic situation is in being short of fundamental discussion about necessity or direction of STEAM education for gifted student, compared to an effort for emphasizing and activating policy of convergence-based education focusing on STEAM. Hence, the outcome of this study, which was performed on the basis of basic research on STEAM education for the gifted student, has significance in the aspect as saying of expanding applicability of STEAM education as the gifted education program.

The Effect of Program for the Gifted based on GI-STEAM model on Leadership, Creative personality, and Learning flow of Elementary Gifted Students (GI-STEAM 모형에 기반한 영재 프로그램이 초등영재의 리더십과 창의적 인성, 학습몰입에 미치는 영향)

  • Hong, Jeong-Hee;Yoo, Mi-Hyun
    • Journal of Gifted/Talented Education
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    • v.26 no.1
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    • pp.77-99
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    • 2016
  • The purpose of this study was to examine the effect of GI-STEAM program on leadership, creative personality, and learning flow of elementary Gifted Students. GI-STEAM program was the convergence model of Group Investigation that belongs to Co-learning and STEAM framework of learning criterion. The participants were 16 gifted students in a Korean elementary school located in Gyeong-gi province. The experimental design was one group pretest-posttest design. After a pretest on leadership, creative personality, and learning flow was conducted, classes were carried out as GI-STEAM program for the gifted student and a post-test was conducted. The study results of the class that was conducted twelve times for two weeks are as follows. First, Individual area of leadership is meaningfully developed in statistics after GI-STEAM program. The sub-domains of leadership, such as the communication, organization management, society commitment and teamwork showed a statistically significant improvement. Second, the domain of creative personality didn't show meaningful difference after GI-STEAM program. However, the aesthetic in the sub-domains of the creative personality showed a statistically significant improvement. Third, learning flow was meaningfully developed in statistics after GI-STEAM program. The sub-domains of the leadership, such as the balance between challenge and ability, integration with behavior and consciousness, concrete feedback and Autotelic experience showed a statistically significant improvement. In conclusion, GI-STEAM is an effective program for improving ability of communication, aesthetic sensibility, which are core competency of 'creative-convergence' gifted students. For this reason, it is highly considered that various programs applying GI-STEAM should be developed.

The Influence of Robot Education Using Magnetic Force on the Computational Thinking (자력을 활용한 로봇 교육이 컴퓨팅 사고력에 미치는 영향)

  • Lee, Jaeho;Kim, Hakmin
    • Journal of Creative Information Culture
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    • v.5 no.3
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    • pp.275-283
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    • 2019
  • The fourth industrial revolution is emerging as the talk of the times. The industrial structure is changing greatly from the past, as well as the social scene, changing our daily lives. Especially, the importance of the software sector is growing. For students who have to live in this future society, computational thinking is a key capability. In order to achieve this goal, this study was carried out in the following steps. First, we organized a SW education convergence program based on life-oriented aspects. Second, the configured program was applied to the site to verify the effectiveness of computational thinking. The results of this study show that the experimental group has 32 points better than the pre-test, and the comparative group has about 2 points better. The statistical significance probability was a significant difference of .028. The results of this study may be used as a reference for the training of SW convergence education and future talent in the future.

Development and Effect of Creative Convergence HTE-STEAM Program using Natural Disaster (자연재해 주제를 활용한 창의융합 HTE-STEAM(융합인재교육) 프로그램 개발 및 효과)

  • Han, Shin;Kim, Yonggi;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.3
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    • pp.291-301
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    • 2019
  • The purpose of this study is to develop HTE-STEAM program using natural disasters for high school students and to verify their attitude and satisfaction with STEAM. We developed the HTE-STEAM program utilizing natural disasters and tested the effectiveness of 243 students from G High School and N High School. For data analysis, a single group pretest and post response t-test were conducted to verify the effects on attitudes and satisfaction with STEAM. The research results are as follows. First, we developed STEAM education programs for high school students by selecting the topic of "natural disasters" in the area of earth science and flying drones as lifesaving drones. The six-hour program was designed to give students the experience to solve problems by applying essential knowledge related to natural disasters and drones, and what they learned in other situations. Second, there was a significant statistical test result in the t-test of the corresponding sample by the difference between the pre and post score of the STEAM attitude test (p <.05). The drone-based HTE-STEAM program had a significant improvement in the overall attitude toward STEAM education, which consists of seven subfactors. Third, in the HTE-STEAM satisfaction test, the average value of the lower job offer was 3.64 ~ 3.76, which showed a positive response overall. It is judged that the students' satisfaction is improved through the students' understanding of the problem situation and the design of creative convergence and production process.

A Case Study on Early Childhood Coding Education Program for Convergence of Human Resources (융합인재를 위한 유아 코딩 교육 프로그램 사례 연구)

  • Lyu, Ji-Hyun;Kim, Seung-in
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.129-135
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    • 2019
  • The purpose of this study is to propose the future development direction of the program which can apply the fusion education in the fourth industrial revolution era to the class and achieve creative problem solving ability. As a research method, we investigated cases of overseas coding education and conducted in - depth interviews with infants and parents. The results of the case study and in-depth interviews were as follows: First, the children were able to do their own preliminary and reviewing at home. Second, to provide an interesting play program for the young children to participate. Third, It is important that parents and children learn together. In future research, it is anticipated that there will be a positive effect by concrete proposal to secure the weaknesses and to combine existing coding education with interesting education in accordance with domestic characteristics.

A Study on the STEAM Program Development of Zero Energy House Design for Middle School Students (중학생을 위한 제로에너지 주택디자인 STEAM 교육프로그램 개발 연구)

  • Lee, Yun-Hee;Lee, Myung-A;Han, Hae-Ryon;Lee, Jae-Kyung
    • Korean Institute of Interior Design Journal
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    • v.26 no.6
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    • pp.24-32
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    • 2017
  • STEAM education is an effective teaching method to develop self-problem-solving skills through creative thinking. In order to revitalize STEAM education, various program models are being developed recently. The purpose of this study is to develop a STEAM education program based on the project-based learing method that includes the process of solving global environmental problems. The STEAM element was extracted by linking the zero energy house design with the middle school curriculum, and the STEAM education program was developed considering career activities. It was analyzed whether the developed program can improve STEAM core competence and job preparation ability. The education program was conducted for middle school students and the program was evaluated through questionnaires. In order to strengthen the STEAM competency, project-based learning method was applied and it was able to enhance the active problem solving ability of learners. In addition, opportunities for career experience could be provided through career exploration programs and various activities. Through this STEAM education program, it is expected to contribute to cultivating human resources with convergence knowledge and core competency.

Development of an integrate program for children using folktales of 『Samguk Yusa』 (『삼국유사』를 활용한 유아 융복합 프로그램 개발)

  • Kim, Jung-Sun;Kwon, Eun-Joo
    • Journal of the Korea Convergence Society
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    • v.8 no.12
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    • pp.257-264
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    • 2017
  • In the modern age where various knowledge and experiences are shared through communication, it is necessary to have an integrated educational experience that allows developing creative problem-solving ability that is organically related, not a segmented education experience and it is essential to have experience in history education that derives the present from the past and nourishes the logic. Therefore, this study has developed an integrated program for children using folktales of . A total of 4 stories were selected through consultation of expert group and 12 classes were planned. It is expected that the creativity and logic of children will be increased through the program and it will have a meaning that it provides the basis for the study of the integration program using the Samguk Yusa, However, since this study is on a program development, it has limitations that the effect on development is not verified. Once the effectiveness of the program in subsequent studies is verified, it can be a highly utilized program in the field.

Learning Outcomes of Design and Software Convergence Major for Engineering Education Accreditation (공학교육인증을 위한 디자인과 소프트웨어 융합전공의 학습성과)

  • Choi, Ji-Eun;Jin, Sung-Hee
    • Journal of Digital Convergence
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    • v.17 no.5
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    • pp.51-63
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    • 2019
  • In the rapidly changing society since the Fourth Industrial Revolution, the cultivation of convergence talents that can solve complex problems is emerging as an important issue. The purpose of this study is to propose the core competencies required to establish the program learning outcomes of the engineering and education curriculum, which is the accreditation standard of engineering education proposed by ABEEK(Accreditation Board for Engineering Education of Korea). Case study methodology was applied to achieve the purpose of the study. The case of analysis is design and software convergence majors of domestic and foreign universities. The educational objectives and course syllabi were analyzed. As a result of the research, four core competencies to be achieved in the design and software convergence majors were derived in addition to the ten program outcomes presented by ABEEK. New core competencies are convergence ability, creative thinking, entrepreneurship, and design ability. The result of this study is expected to contribute to the development of the evaluation system for the convergence engineering education field.

A Study of Teaching and Learning Strategies for a Creative Sight-singing and Ear-trainig Program (창의적인 시창·청음 프로그램을 위한 교수·학습 전략 연구)

  • Park, Young Joo
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.359-365
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    • 2022
  • This study was to provide teaching and learning strategies to develop a creative sight-singing and ear-training program that aims to design student-centered education. Therefore, the characteristics of the sight-singing and ear-training as well as teaching and learning methods were analyzed through the literature review, and the following meaningful strategies were derived. First, a student-centered teaching environment was promoted by diversifying the teaching environment through small group activities and establishing a sustainable learning environment using MyEarTraining and Musescore applications. Second, teaching and learning strategies were proposed to improve sight-singing and ear-training skills by applying for various teaching and learning methods and cultivating the qualities of a pre-service teacher. This study is expected to be used as meaningful fundamental data in developing specific teaching and learning processes for a creative sight-singing and ear-training program.