• Title/Summary/Keyword: Design Based Education K-12

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A DESIGN OF QBASIC-BASED PROGRAMMING CURRICULUM FOR THE ELEMENTARY STUDENT (QBASIC을 이용한 초등학교 프로그래밍 교육과정 연구)

  • Kim, Cheol-Dong;Park, Phan-Woo
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10b
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    • pp.151-155
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    • 2007
  • 초등학교의 컴퓨터교육은 국가에서 발표한 정보통신기술교육 지침에 의해서 이루어지고 있다. 지금까지는 이 지침이 소프트웨어 활용에 치중하였던 관계로 초등학교 현장에서 이루어지는 정보통신기술교육의 비판 중 하나는 제7차 교육과정에서 강조하는 문제해결력, 창의력 등 고등 사고능력을 기르는 교육이 되지 못하고 워드프로세서, 파워포인트, 엑셀 등 주로 응용 소프트웨어를 다루는 교육에 치중해 왔다는 것이다. 2005년 12원에 발표된 초 중등학교 정보통신기술교육 운영지침에는 문제해결능력을 기르기 위한 논리적 사고력 향상을 위하여 초등학교 단계에서 프로그래밍 교육이 이루어져야 함을 공식적으로 밝히고 있다. 그러나 초등학교 현장에서 이러한 프로그래밍 교육을 시행할 때 어떠한 도구와 내용을 갖고 어떻게 교수해야 하는지에 관한 구체적인 연구가 없다. 본 논문에서는 초등학교 프로그래밍 교육을 위한 구체적이고 현실적인 방법으로 QBASIC 기반 프로그래밍 교육과정을 설계하였다.

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A Study of Guidelines Development on Digital Textbooks for Students with Disabilities applying Universal Design for Learning (보편적 학습설계를 적용한 장애학생 디지털교과서 제작 지침 개발 연구)

  • Cha, Hyunjin;Son, Jiyoung
    • The Journal of Korean Association of Computer Education
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    • v.22 no.2
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    • pp.51-66
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    • 2019
  • The Korean ministry of education has adopted an educational policy about digital textbooks at K-12 schools since 2018, in order to provide students with individualized learning contents and activities. However, digital textbooks has been yet prepared and delivered for the students with disabilities in the inclusive education. This study aims to develop the guidelines on digital textbooks for students with disabilities applying universal design for learning, recognizing the requirements for the digital textbooks which can be utilized in the K-12 inclusive classrooms for diverse students. In this respect, guidelines on digital textbooks were developed based on previous studies and cases. The first draft of guidelines were reviewed with two rounds of the delphi methods with special teachers. In addition, scenarios were developed, representing the rich educational contexts with digital textbooks applying the guidelines in a practical way for students with 4 types of disabilities. This study can contribute to establishing educational policies and environments related to the digital textbook development and dissemination for students with disabilities.

A Study of the Validating Evaluation of Science Curriculum Sequence and Instructional Effectiveness with the Application and Hierarchical Analysis of Science Conceptions (과학개념의 위계적 분석 및 그 적용을 통한 교수 효과와 과학교육과정 계열성의 타당화 평가 연구)

  • Jeong, Jin-Woo;Cho, Seon-Hyeng;Lim, Cheong-Hwan
    • Journal of The Korean Association For Science Education
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    • v.16 no.1
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    • pp.1-12
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    • 1996
  • The purpose of this study is to investigate the psychological hierarchy structure of science concepts and to determine the effective teaching order by comparing the teaching effects of the psychological hierarchy order with those of teaching order of the current text in order to inquire validating evaluation framework of science curriculum sequence. Key concepts were selected by tasks analysis in the seven units of elementary and secondary school curriculum. Concept formation tests were developed to evaluate each concepts achievement,. The test items were made according to each of the concepts based on 12 prototype tasks developed by Frayer(1969). To identify the students' psychological hierarchy the test items were administrated to elementary and secondary school students. Ordering theory was used to identify the students' psychological hierarchy. Nonequivalent control group pretest-posttest design was used in this study as an experimental design. Teaching with psychological hierarchy order was applied tp experimental group and teaching with concept order described in the current text was applied to control group. The major results of this study are as followings: 1. The students' psychological hierarchy structures are different from logical hierarchy structures. 2. The science teachers' psychological hierarchy structures are different from not only logical hierarchy structures but also students' psychological hierarchy structures. 3. The mean score of experimental group applied psychological hierarchy order is significantly higher(p<.05) than the control group in the concept achievement.

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Development and effect of elementary school upper-grade safety health education program (초등학교 고학년 안전보건교육 프로그램 개발과 효과검증)

  • Jung, Hyun-Min;Lee, Hyo-Cheol
    • The Korean Journal of Emergency Medical Services
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    • v.17 no.3
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    • pp.149-168
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    • 2013
  • Purpose: The purpose of this study is to develop a safety health education program for the upper graders of elementary school children and to evaluate the program. Methods: The study was designed for learner centered safety education and heath education based on a theory of lifelong education. After a model development of the program was set up, five major units were selected after five stages of program planning, design, acting, evaluation and feedback: school safety, traffic safety, home safety, life safety, and first-aid. Twenty things were selected as what to teach, and a lesson plan of 12 sessions was mapped out by arranging what to teach. The subjects in this study were 114 elementary school students who were in five different sixth-grade classes. Each class received education for five days, in four sessions each, according to the program. Results: The learners showed improvement in safety consciousness, safety knowledge, self-efficacy and safety behavior after they received education according to the safety health education program, and they expressed a lot of satisfaction with the program. Conclusion: It is important to develop the lifelong education for safety health education for the elementary school children.

The effect of brain education-based exercise and KPEM manual therapy integrated program on sleep and quality of life in cancer patients (뇌교육 기반 운동 및 KPEM도수치료 통합 프로그램이 암환자의 수면과 삶의 질에 미치는 영향)

  • Byeong Kwan Kim;Min Gyu Sung;Hyun Jung Yang
    • Journal of Korean Physical Therapy Science
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    • v.30 no.1
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    • pp.10-22
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    • 2023
  • Background: The purpose of this study was to investigate the effect of brain education-based exercise and KPEM manual therapy integrated program on the sleep and quality of life of cancer patients. Design: Seventy subjects who were diagnosed with cancer and were undergoing treatment volunteered to participate in this study. All subjects used a nonequivalent control group pretest-posttest design for either the experimental group or the control group. In the final analysis, there were 25 subjects in the experimental group and 18 subjects in the control group. Methods: For 12 weeks, the experimental group performed brain education-based exercise (20 minutes) and KPEM manual therapy (50 minutes), and the control group performed basic physical therapy and autonomous exercise. For evaluation, the Korean version of the Pittsburgh Sleep Quality Index (PSQI-K) and the quality of life index were measured after intervention using the European Organization for Research and Treatment of Cancer (EORTC-3.0Ver). Effect between groups, time effect over time, and group*time interaction were analyzed through a pre-test before and after the 12-week intervention period, and repeated measure ANOVA after 12 weeks of the integrated program intervention. All statistical significance levels were set at α=.05. Results: The PSQI in the time effect (p=.001) and the group*time interaction (p<.001) were statistically significant. In terms of EORTC, QL2 and PF2 were significant in time effect (p=.024; p=.021) and group*time interaction (p=.007; p=.021), whereas in RF2, significance was only found in group*time interaction (p=.028). In symptom indicators, time effect was the only significant factor in FA, SL, AP, and CO, respectively (p=.002; p=.028; p=.041; p =.005) and in DY, there were significant differences in the time effect (p=.016) and group*time interaction (p=.002). Conclusion: The brain education-based exercise and KPEM manual therapy integrated program effectively improves the sleep and quality of life of cancer patients. It is considered that this exercise and therapy can be actively used as a psychological, emotional, and physically complementary physical therapy intervention to improve the quality of life of cancer patients.

Development of Sensor and Block expandable Teaching-Aids-robot (센서 및 블록 확장 가능한 교구용 보조 로봇 개발)

  • Sim, Hyun;Lee, Hyeong-Ok
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.2
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    • pp.345-352
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    • 2017
  • In this paper, we design and implement an educational robot system that can use scratch education with the function of user demanding to perform robot education in actual school site in an embedded environment. It is developed to enable physical education for sensing information processing, software design and programming practice training that is the basis of robotic system. The development environment of the system is Arduino Uno based product using Atmega 328 core, debugging environment based on Arduino Sketch, firmware development language using C language, OS using Windows, Linux, Mac OS X. The system operation process receives the control command of the server using the Bluetooth communication, and drives various sensors of the educational robot. The curriculum includes Scratch program and Bluetooth communication, which enables real-time scratch training. It also provides smartphone apps and is designed to enable education like C and Python through expansion. Teachers at the school site used the developed products and presented performance processing results satisfying the missionary needs of the missionaries.

Analyzing the effects of artificial intelligence (AI) education program based on design thinking process (디자인씽킹 프로세스 기반의 인공지능(AI) 교육 프로그램 적용 효과분석)

  • Lee, Sunghye
    • The Journal of Korean Association of Computer Education
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    • v.23 no.4
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    • pp.49-59
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    • 2020
  • At the beginning of the discussion of AI education in K-12 education, the study was conducted to develop and apply an AI education program based on Design Thinking and analyze the effects of the AI education programs. In the AI education program, students explored and defined the AI problems they were interested in, gathered the necessary data to build an AI model, and then developed a project using scratch. In order to analyze the effectiveness of the AI education program, the change of learner's perception of the value of AI and the change of AI efficacy were analyzed. The overall perception of the AI project was also analyzed. As a result, AI efficacy was significantly increased through the experience of carrying out the project according to the Design Thinking process. In addition, the efficacy of solving problems with AI was influenced by the level of use of programming languages. The learner's overall perception of the AI project was positive, and the perceptions of each stage of the AI project (AI problem understanding and problem exploration, practice, problem definition, problem solving idea implementation, evaluation and presentation) was also positive. This positive perception was higher among students with high level of programming language use. Based on these results, the implications for AI education were suggested.

Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.99-107
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    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

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The Effect of CPS-based Scratch EPL on Problem Solving Ability and Programming Attitude (CPS에 기반한 스크래치 EPL이 문제해결력과 프로그래밍 태도에 미치는 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Lee, Kyung-Hwa
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.77-88
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    • 2008
  • A programming education has favorable influence on creative / logical thinking and problem solving ability of students. However, students typically have to spend too much effort in learning basic grammar and the usage model of programming languages, which negatively affect their eagerness in learning. In this respect, we proposed to apply the 'Scratch' using the Creative Problem Solving(CPS) Teaching Model; Scratch is an easy-to-learn and intuitive Educational Programming Language(EPL) that helps improving the problem solving ability of the class. Then we verified the effect of Scratch EPL through the design of both pretest and posttest for a subject group. In summary, the CPS based Scratch EPL was shown to significantly improve the problem solving ability and also help them develop favorable attitude in programming.

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Hands-on Education Module for Modular Construction, 3D Design, and 4D Schedule

  • Kithas, Kyle A.;Choi, Jin Ouk
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.484-491
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    • 2022
  • A paradigm shift in teaching modular construction in higher education and K-12 is proposed as a means to increase the future adoption of the modular construction technique. To this effect, a new education module is presented to STEM educators. This education module is based on LEGOs and directed towards educators in the architecture, engineering, and construction (AEC) industry. The main objectives of the education module are to increase interest and knowledge of modular construction, acknowledge the benefits of using 3D design with 4D scheduling, and create a simulating hands-on educational opportunity. The education module is designed to allow participants to experience a hands-on simulation of modular construction and stick-built construction through building a LEGO project. Participants are challenged to find the advantages and disadvantages in both construction systems first-hand and record their findings. Results are presented from the preliminary testing of this education model on a group of construction management students at the University of Nevada, Las Vegas. Overall, the survey results showed that the LEGO education module was successful at achieving the project's three main objectives: 1) increasing the participants' interest and knowledge of modular construction through an interactive project; 2) increasing the participants' understanding of the benefits of 3D design with 4D scheduling over the use of 2D drawings; and 3) creating a simulating hands-on educational opportunity to help participants compare modular construction to stick-built construction. In the end, this proposed a new LEGO education module addressing the problems identified from this study with more participants.

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