• Title/Summary/Keyword: IT and education convergence

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Development of AI Convergence Education Model Based on Machine Learning for Data Literacy (데이터 리터러시를 위한 머신러닝 기반 AI 융합 수업 모형 개발)

  • Sang-Woo Kang;Yoo-Jin Lee;Hyo-Jeong Lim;Won-Keun Choi
    • Advanced Industrial SCIence
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    • v.3 no.1
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    • pp.1-16
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    • 2024
  • The purpose of this study is to develop a machine learning-based AI convergence class model and class design principles that can foster data literacy in high school students, and to develop detailed guidelines accordingly. We developed a machine learning-based teaching model, design principles, and detailed guidelines through research on prior literature, and applied them to 15 students at a specialized high school in Seoul. As a result of the study, students' data literacy improved statistically significantly (p<.001), so we confirmed that the model of this study has a positive effect on improving learners' data literacy, and it is expected that it will lead to related research in the future.

Career Preparing Behaviors and Exploration of Measures for Convergence Talent Education in College Students of Physical Education and Related Department (체육계열 대학생의 진로준비행동을 통한 융합인재교육 방안 탐색)

  • Lee, Yang-Gu
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.487-496
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    • 2016
  • This study aims to explore the present condition of job preparation of students in the department of physical education in depth so that convergence talents with professional physical education abilities can be trained and physical education majors can establish themselves in adverse conditions such as the reduction of the entrance quota and a lack of cases of research on job training in the departments related to physical education by the college evaluation of the Ministry of Education and to present a direction of career training. In order to analyze the relationships among sub-factors according to the level of perception of physical education-related majors, methods such as MANOVA and correspondence analysis were used. The results obtained through the research are as follows: First, it turned out that it is important to carry out career training in advance, considering physical education-related college students' aptitude and talent by grade. Second, it turned out that it is important to alleviate the problem of employment barrier in the preparation for career fast. Third, it turned out that it is important for us all to make efforts to expand the types of physical education-related employment and provide opportunities.

The Effect of Convergence Gifted Education Program for Science-Physical Education on Self-Efficacy of the Gifted Students in Elementary School (과학·체육 융합영재교육 프로그램이 초등영재 학생들의 자아효능감에 미치는 영향)

  • Lee, Ho-Min;Son, Jeongwoo
    • Journal of Science Education
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    • v.39 no.2
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    • pp.255-266
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    • 2015
  • The purpose of this study is to find out the effects of convergence gifted education program for science-physical education on self-efficacy of the gifted students in elementary school. So, the program was carried out for the gifted students in the 5th grade of elementary school during the 8 hours on two subjects, we investigated the cause and effect through the pre-post test of self-efficacy and interview. The results were as follows. First, it was observed that it would have a meaningful effect to improve the self-efficacy of gifted students who performed gifted education program for science-physical education convergence. Especially, the results of 'confidence', 'difficulty preferences' was statistic meaningful differences. Second, convergence gifted education program for science-physical education enhanced confidence and challenge of consciousness of students. Especially, when products of gifted students are applied to real-world valued the higher confidence. Therefore, we found that in order to increase the gifted students' self-efficacy, gifted education program is configured by applying the products to the actual field.

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Current Status of the Implementation of Convergence Education in Primary and Secondary Schools (초·중등학교의 융합교육 운영 현황 실태조사)

  • Kwon, Hyuksoo;Kim, Eojin;Park, Hyun Ju;Bae, Youngkwon;Lee, Dongkuk;Lee, Hyungdong;Lee, Hyonyoung;Choi, Sung-Youn;Ham, Hyung-In
    • Journal of Science Education
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    • v.45 no.3
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    • pp.336-348
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    • 2021
  • The goal of this study is to investigate the current status of implementation of convergence education in elementary, middle, and high schools. A survey was conducted on 871 in-service teachers nationwide, and frequency analysis was conducted by school level. Key findings are as follows: first, 449 (51.5%) are found to practice convergence education. Second, the reason for implementing convergence education is the voluntary effort of teachers and the educational necessity for the future society. Third, it was found that convergence education is being implemented centered on science, arts, and social studies as a link between subjects in regular curriculum hours. Fourth, 270 (64%) of teachers who implemented convergence education in response to COVID-19 performed online convergence education, and experienced difficulties in creating class materials and communicating with students. Fifth, the excessive work of teachers, insufficient support for teacher training and research group activities, and lack of various convergence education programs are suggested as reasons for not implementing convergence education. This study hopes to provide implications for policy and implementation for revitalizing convergence education.

Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.

Case of Convergence Education at the Continuing Education Center at Ulm University in Germany (독일 울름대학교 계속교육센터의 융합교육 사례)

  • Park, EungHee
    • Journal of the International Relations & Interdisciplinary Education
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    • v.1 no.2
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    • pp.1-11
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    • 2021
  • The purpose of this study is to inspect the case of university convergence education on elderly education. The Center for Academic Continuing Education (ZAWiW) at Ulm University in Germany aims to inquiry the diversity and differentiation of university and related institutions for senior education by analyzing the linkages between various major areas related to the subject of the elderly and cooperation models between generations. Various topics related to research and life in the elderly are being conducted with a focus on the participation of elderly learners. Through seasonal academy and Ulm 3rd Generation University, connection between regions and universities and interdisciplinary convergence are being actively provided. It can lead to a differentiated strategy of the university for the education of the elderly.

Effect of Design Thinking-based STEAM Program for Primary and Secondary Students (초·중등학생을 위한 디자인적 사고기반의 STEAM교육 프로그램의 효과)

  • Kim, Se Mi;Kim, Jeong Kyoum;Kim, Sung Ho;Maeng, Joon Hee
    • Journal of Engineering Education Research
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    • v.21 no.2
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    • pp.17-27
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    • 2018
  • This study aims to investigate the effect of design thinking-based STEAM program for primary and secondary students. The design thinking-based STEAM program dealt with advanced scientific technology issues and it consisted of 8 topics. A questionnaire was developed to explore the change of Science concept awareness, Interest, Self-efficacy, Career consciousness of students through the program. The questionnaire consisted of following 4 areas, such as 'Science concept awareness', 'Interest', 'Career consciousness' and 'Self efficacy'. Pre-post test was conducted to 75 primary and secondary students. As a result of analyzing post-test compared to pre-test, 'Science concept awareness', 'Career consciousness' and 'Self efficacy' of students were improved. And the 'Interest' wasn't changed significantly. Through this research, it can be suggested that the design thinking-based STEAM program can be useful at school education to improve the Science concept awareness, Career consciousness and Self-efficacy of primary and secondary students. It is also proposed that further research of the various areas of interest and other affective variables will be needed.

A Study on the Development of High School Convergence-Education Model and Program (고등학교 융합 교육 모형 및 프로그램 개발에 관한 연구)

  • Bae, Sang-Yong;Yun, Ju-Ho;Ryu, Dae-Hyun;Shin, Seung-Jung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1046-1047
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    • 2012
  • 산업화 시대에서 지식정보화 사회로, 현재는 융합 사회로 진화되고 있다. 하지만 교육은 현재의 사회를 반영하지 못하고 아직도 단일 교과 중심의 교육이 이루어 지고 있다. 이에 고등학교 교육에 융합교육 모형을 개발하고자 한다.

A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

Effects of Convergence Education by Jigsaw Model and Flipped Learning in Nursing Students (간호대학생의 직소모형과 플립러닝 융합교육 효과)

  • Kim, Hyun-Jung;Park, Dahye
    • Journal of Convergence for Information Technology
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    • v.9 no.3
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    • pp.36-43
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    • 2019
  • The purpose of this study is the preliminary inequality experiment study of control group to confirm the effects of convergence education by jigsaw model and flipped learning in nursing students. The subjects of this study were 81 students who participated in Integrated Practice II of the 3rd grade of Nursing Science in J area and data were collected using the questionnaire before and after the convergence education. As a result of the study, it was found that convergence education by jigsaw model and flipped learning was significant in learning satisfaction(t=-3.783, p=.001). Therefore, convergence education by jigsaw model and flipped learning as a teaching and learning method is expected to improve the learning satisfaction and maximize the learning outcome, so this study is meaningful as the basic data itself. Based on these results, it is necessary to develop and apply the teaching - learning program that combines jigsaw model with flipped learning.