• 제목/요약/키워드: Creative Convergence Education Program

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Development and Effectiveness of Problem Solving based Safety Education Program using Physical Computing

  • Jooyoun Song;YeonKyoung Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.11
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    • pp.235-243
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    • 2023
  • In this paper, we developed a problem-solving based safety education program using physical computing for middle school students and applied it to verify the impact on self-efficacy and interest. The safety education program developed in this study includes four stages of the creative problem-solving model: problem identification, planning, implementation, and evaluation, and learning activities using Arduino, a physical computing tool. After implementing the education program with 77 third-year middle school students, both self-efficacy and interest of middle school students increased significantly. Based on the research results, the effectiveness of the safety education program that used physical computing and problem-solving steps was confirmed, and practical implications were presented to promote the activation of physical computing education in the school field.

An Analysis of the Difference of Perception on IT Convergence Learning after the Smart Device based Robot Programming Education According to Elementary Gifted Students' Level (스마트 기기 기반의 로봇 프로그래밍 교육 이후 초등 영재들의 수준에 따른 IT 융합 학습에 대한 인식 차이 분석)

  • Yoon, Il-Kyu;Jang, Yun-Jae;Jeong, Soon-Young;Lee, Won-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.5
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    • pp.161-169
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    • 2015
  • In this paper, we propose an smart device based robot programming education program and analyzing students' perceptions such as satisfaction, Expectancy-Value of IT convergence learning after the robot education program according to elementary gifted students' level. Smart device based robot programming education program designed based on schematic of the convergence suggested by WTEC and consist of creative phase, integration/fusion phase, innovation phase, outcome phase for learning practical process of the IT convergence. We are conducting a smart device based robot programming education class to consist of 126 gifted students and analysing the difference of perception. According to analysis of the result, core and advanced students' perception on satisfaction score shows also high. However, advanced level students' satisfaction score shows higher than core students' satisfaction score. Also, advanced level students' expectancy-value score on IT convergence learning shows higher than core students' score.

An analysis of the frequency and correlation of voluntary questioning of children in robot play - Focus on the elements of STEAM - (로봇놀이에서 나타난 유아들의 자발적 질문 빈도 및 상관관계 분석 -STEAM 요소를 중심으로-)

  • Nam, Ki Won;Lee, Eun Ji
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.385-392
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    • 2022
  • Our society, which has arrived in the 4th industrial revolution, emphasizes covergence education to cultivate creative convergence talents. Therefore, this study is to develop a convergence education program consistent with the direction of the 2019 revised Nuri course and to help teachers who want to implement convergence education. In order to achieve this purpose, in this study, voluntary questions that occurred in play using the educational robot 'Turtle' were classified as STEAM elements. After that, frequency analysis and correlation analysis were conducted. Therefore, this study is meaningful in collecting children's questions about the same robot by age, and it is valuable in establishing future convergence education directions by analyzing the correlation by STEAM elements.

Development of a Sound Art Programming Course for Non-Majors (비전공자를 위한 사운드 아트 프로그래밍 교과목 개발)

  • Kwon Hyunwoo
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.4
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    • pp.71-79
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    • 2024
  • This study developed a sound art programming course using pure data to foster computational thinking and convergence of art and technology in college students who are non-computer majors. This paper presents an example of operating a curriculum that designed and developed a sound art-centered music programming subject using Pure Data, derives educational outcomes and improvement measures for classes, and presents a creative convergence education program of technology and art. It has a purpose. For the study, we looked at examples of educational programs that combine art and technology, as well as pure data and sound art, and based on this, we designed and developed a sound art programming course for non-majors. The curriculum was operated based on the developed subjects, and the results showed increased interest in programming through art and technology convergence classes, active class participation through autonomous choice, creation of a new perspective on art, improvement of computational thinking skills, collaboration and communication. The educational effect of ability enhancement was confirmed. We expect that this study will be able to present a new perspective on the convergence education of art and technology, including artistic diversity and understanding of new media according to the development of media.

Development of Convergence Educational Program Using AI Platform: Focusing on Environmental Education for Grades 5-6 (인공지능 플랫폼을 활용한 융합수업안 개발 : 5-6학년 환경교육을 중심으로)

  • Choi, Heyoungyun;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.213-221
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    • 2021
  • With the advent of the 4th industrial revolution, the need for artificial intelligence education has increased. The online learning environment caused by COVID-19 made it possible to use variety of artificial intelligence platforms. In this study, an aritificial intelligence class plan was developed and proposed to achieve the goal of artificial intelligence education using an AI platform. The AI platform used is AI for Oceans, With the theme of creating a program for the environment, designed a 6-hour project class using Novel Engineering-based on STEAM model. Students experience AI for Oceans enough time and learn supervised learning by experience. Based on understanding of supervised learning, students design their own programs for the environment using Entry's AI blocks. In this study, for AI convergence education, this lesson was developed and presented with the goal of acquiring the creative problem solving ability and integrated thinking ability by using the principles of artificial intelligence to solve problems.

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A Study on the direction of Media Literacy education based on the development of animation (애니메이션 제작을 통한 미디어 리터러시 교육 방향 연구)

  • Park, HeeHyeon
    • Journal of the Korea Convergence Society
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    • v.8 no.2
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    • pp.149-155
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    • 2017
  • The purpose of this research was to develop the method of media literacy education program based on animation production for the 21 century student. A total of four stages of educational programs were constructed by linking the media literacy education goals and the animation production process through the previous research. First, Acquisition of animation production tools for enhancing media access capability. Second, Animation production practice stage for strengthening creative production capacity. Third, the development of critical understanding stage for presentation and discussion the results. Forth, social sharing stage to strengthen social communication capacity. For the practical application of the education program, it was produced as an educational model for Hanseo University animation summer camp, and was educated by 79 middle school students in Chungcheong province. Based on this research, students improve an analytical ability and help them become active participants by creating their own animations. In future, it will be needed a continuous research on the development of educational programs using various media.

Development and Implementation of an Activity-Based AI Convergence Education Program for Elementary School Students (초등학생을 위한 활동중심 인공지능 융합 교육 프로그램 개발 및 적용)

  • Shin, Jinseon;Jo, Miheon
    • Journal of The Korean Association of Information Education
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    • v.25 no.3
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    • pp.437-448
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    • 2021
  • As the core technology of the Fourth Industrial Revolution, AI is applied to various fields of society(e.g. politics, culture, industry, economy, etc.) and causes revolutionary changes. Students who will lead the age of AI need the ability to recognize social changes due to AI, acquire AI related knowledge and utilize AI in various situations. However, it is difficult for elementary school students to understand the concept and principles of AI. Therefore, this study developed an AI education program by selecting educational contents and methods appropriate to the level of elementary school students, and investigated the educational effects of the program by applying it to an actual educational setting. The content selected in this study is 'Social Awareness on AI', 'Understanding AI' and 'Utilizing AI', and eight content elements were selected. To help students learn AI easily and pleasantly at their level, activity-centered education, convergence of subjects and project-based learning were selected as instructional methods, and 20 sessions of education program were developed and implemented. In addition, the effects of the program were analyzed concerning 'perception on AI', 'convergent thinking', 'creative problem-solving' and 'collaboration capability', and positive changes were verified for all four aspects.

Educational Effects of Interdisciplinary Creativity Promotion Program Based on Movie-Assisted Flipped Learning of creativity and STEAM literacy indexes in College Students (영화를 활용한 플립러닝 기반의 학제 간 융합 창의성 증진 프로그램이 대학생의 창의성과 융합인재소양에 미치는 효과)

  • Kim, Byung-Man;Youn, Jeong-Jin;Kim, Seoung-Won
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.7
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    • pp.37-47
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    • 2017
  • The purpose of this study is to investigate how flip learning based interdisciplinary fusion creativity promotion program using movie is effective for university students creativity and fusion talent literacy. To do this, we conducted a total of 15 sessions for a total of 89 students from 44 college students and 45 non - attendance college students who attended the "Creative Fusion Creative Encounters with Film" course at Busan Metropolitan City. The collected data were analyzed by independent sample t-test using SPSS 23.0 program. The results of this study are as follows. First, flip learning based interdisciplinary fusion creativity enhancement program using movie was significant in the order of patience / attachment, humor, self - confidence, imagination, openness, independence, and curiosity in the creativity sub - domain of college students. Second, flip learning - based interdisciplinary convergence creativity enhancement programs using movies were found to have a significant effect in the order of convergence, care, communication, and creativity in the sub - areas of university students' literacy achievement. The findings of the study proved the educational effects of the interdisciplinary creativity promotion program that was based on movie-assisted flipped learning, and this study is expected to suggest some of the right directions for education-based interdisciplinary research and to give some suggestions on that.

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.

Analysis of the Secondary Chemistry Materials at 5 Centers for the University Affiliated Science-Gifted Education and Investigation of the Gifted Students' Perception (대학부설 5개 과학영재교육원의 중등화학 교재 분석과 영재학생들의 인식 조사)

  • Lee, Sang Kwon;Mo, Ran
    • Journal of Science Education
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    • v.36 no.1
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    • pp.106-119
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    • 2012
  • In order to promote national competition on knowledge based-society in 21centuries, it is important for us to train talented people who have much creativity. Comparing curriculums and contents studied in SECG (Science Education Center for the Gifted) and other organizations is object of this thesis. Finding implications of proper GATE(gifted and talented education) by understanding the present conditions is also a part of this thesis. We select 5 Science Education Centers for the Gifted and devise framework for analysis in order to analyze chemical textbooks in GATE programs. The framework consists of 6 categories including the contents, the level of activities, the opening extent of experiments, and the ability to think creatively. In our study of textbooks, we have found that the contents of chapters are divided properly but lacked the field of frontier and convergence science. Their activity types will have to develop programs which consist of various activities such as lectures and experiments. Precedent studies and study activities to promote scientific thinking were rated highly in general ratio. The level of studies that we analyzed lacked creative activities very much. In the opening extent of experiments, activities in the level 2 and the level 3 were low-rate. And in our study of thinking creatively, activities of promotion for expanded and related-ability to think seemed to lack. In order to achieve specific education for the gifted children, developments of GATE program is required. In the in-depth analysis from the questionnaires of Likert's method's descriptions, narrations, and interviews, it is divided into two answers in depth: contents of program, management of program. These also divided into two answers by attitude: positive answer or negative answer. According to the responses of the contents of program, the result of analysis shows that most respondents have positive reactions to not only contents and the managing method of SECG programs, but also to individual enhancing-abilities overall.

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