• Title/Summary/Keyword: Literacy education program

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An Introduction of Robotics Education in Tufts University -Workshops at CEEO- (Tufts University의 로봇활용교육 사례 소개 -CEEO의 Workshop을 중심으로-)

  • Hong, Kicheon
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.171-178
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    • 2016
  • I will introduce robotics education, Novel Engineering, STOMP have hosted in CEEO at Tufts University. CEEO is a leading center for Robotics Education in all over the USA. So far lots of universities and centers have adopted these programs. CEEO have hosted many workshops for students and teachers every summer vacation. And Simple Robotics course is required for every Engineering department freshmen. Novel Engineering(NE) is not familiar to us. I think that NE will be a good tool for integrating reading literacy and engineering. When teachers design a engineering class, members of STOMP help teachers achieve the goals of class. Software Education has been widely spreaded for last several years in South Korea. If our country adopts these programs government-widely. I think that It will be able to contribute to foster SW-talented persons.

Study of Data-Driven Problem Solving SW Education Program using Micro:bit. (마이크로비트를 활용한 데이터 기반 문제해결 SW교육 방안 연구)

  • Oh, SeungTak;Yu, HeaJin;Kim, BongChul;Kim, JongHun
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.25-30
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    • 2021
  • With the introduction of AI education in the 2022 Revised Curriculum emphasizing the need for data related education, it is necessary to improve students' data based problem solving skills. This study seeks to study SW education methods to improve students' data based problem solving skills in accordance with these needs. Based on the ADDIE model, the demand analysis survey was conducted on teachers to analyze their needs. Based on the results of the demand analysis, we designed education programs under the theme of data based problem solving skills using microbit. In this study, we raise the importance of data based problem solving and the need for its capabilities. Subsequent studies need to reveal how data based problem solving SW education will demonstrate significant effects on problem solving skills.

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Development of Inquiry Activity Materials for Visualizing Typhoon Track using GK-2A Satellite Images (천리안 위성 2A호 영상을 활용한 태풍 경로 시각화 탐구활동 수업자료 개발)

  • Chae-Young Lim;Kyung-Ae Park
    • Journal of the Korean earth science society
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    • v.45 no.1
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    • pp.48-71
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    • 2024
  • Typhoons are representative oceanic and atmospheric phenomena that cause interactions within the Earth's system with diverse influences. In recent decades, the typhoons have tended to strengthen due to rapidly changing climate. The 2022 revised science curriculum emphasizes the importance of teaching-learning activities using advanced science and technology to cultivate digital literacy as a citizen of the future society. Therefore, it is necessary to solve the temporal and spatial limitations of textbook illustrations and to develop effective instructional materials using global-scale big data covered in the field of earth science. In this study, according to the procedure of the PDIE (Preparation, Development, Implementation, Evaluation) model, the inquiry activity data was developed to visualize the track of the typhoon using the image data of GK-2A. In the preparatory stage, the 2015 and 2022 revised curriculum and the contents of the inquiry activities of the current textbooks were analyzed. In the development stage, inquiry activities were organized into a series of processes that can collect, process, visualize, and analyze observational data, and a GUI (Graphic User Interface)-based visualization program that can derive results with a simple operation was created. In the implementation and evaluation stage, classes were conducted with students, and classes using code and GUI programs were conducted respectively to compare the characteristics of each activity and confirm its applicability in the school field. The class materials presented in this study enable exploratory activities using actual observation data without professional programming knowledge which is expected to contribute to students' understanding and digital literacy in the field of earth science.

The Perception of Mental Health Literacy, Mental Health Status, Mental Health Welfare Center and Mental Health Business and of among Local Public Officials (일 지역사회 일반직 공무원의 정신건강지식, 정신건강상태, 정신건강복지센터 및 정신건강사업에 대한 인식조사)

  • Kim, Min-Ja;Chang, Koung-Oh;Lee, Seung-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.12
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    • pp.639-650
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    • 2020
  • The purpose of this study was to investigate perceptions of mental health literacy, mental health status, mental health welfare center and mental health business of local public officials. The participants were 762 public officials working in G city. Data were collected from October 1, to October 26, 2019 using structured questionnaires, and IBM SPSS 24.0 statistics program was used for the analysis. As a result, the mental health status of the subjects was the most severe stress 28.1%. The mental health literacy score of the subjects was 40.99 points and mental health status was 1.66 points. And 46.6% of the respondents had never heard of mental health welfare center. As for mental health business, 57.0% had never heard of mental health counseling, and the most common route for gaining information on mental health or mental illness was TV at 65.2%. In addition, 85.0% answered that an increase in the government budget for the management of mental health and illness was necessary. Therefore, it is necessary to strengthen the continuous education and promotion for mental health improvement and the development of customized mental health promotion programs suitable for the public officials level through of the community mental health welfare center.

A Study on the Effects of Literacy Therapy Program for the Prevention of Adolescents' Smartphone Addiction (청소년의 스마트폰 중독 예방을 위한 문학치료 프로그램 효과에 관한 연구)

  • Baek, Hyeon-Gi;Ha, Tai-Hyun
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.269-276
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    • 2018
  • The purpose of the study is to verify whether literature therapy program for prevention of smartphone addiction is effective for adolescents. The subjects of this study were 150 students of J City, K middle school. After completing the program, they were conducted post-test for both the experimental and control groups. The study found that the program was effective in mitigating smartphone addiction but not in reducing the directed life problem. It was also found to be effective in reducing tolerance and loss of control and problems of withdrawal and emotional experience. The study suggests that institutional arrangements are needed for linking with related organizations in the region because it is difficult to effectively prevent the increasing problem of smartphone addiction unless an adolescents program for youth is linked to the school. Therefore, it is necessary to conduct parent education for prevention of smartphone addiction in computer curriculum of school subjects.

수학 올림피아드 참가자에 대한 환경요인의 영향에 관한 연구

  • 조석희;이정호;이진숙
    • Journal of Gifted/Talented Education
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    • v.7 no.2
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    • pp.19-45
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    • 1997
  • Twenty-three of International Math Olympians raised in Korea were served as the subjects to answer the following questions: (1) What family and school factors contribute to the development of the math talent of the Olympians\ulcorner (2) What impacts have the Olympiad program on the mathematically talented students\ulcorner By means of questionnaire survey and in-depth interview, the related data were collected. The questionnaires were developed by James Campbell for cross-cultural studies. The major findings were as follows: (1) the olympians were mostly 1st-born child and were "discovered" in an early age; (2) most olympians ranked highly in the class; (3) the SES of the Olympians' family were varied, though the majority were high; (4) the Olympians' family support and learning environment were reported strong and positive; (5) the Olympiad experiences were, in general, positive to the subjects, especially in learning attitude toward math and science, self-esteem and in autonomous learning and creative problem solving; (6) there were almost none special program designed for the Olympians during their school years; (7) the degree of computer literacy were varied according to the subject's personal interest and the accessibility to the computer; (8) most Olympians had not yet showed special achievement other than math as there were still students; (9) the Olympians were individuals with unique characteristics.teristics.

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A Study of the Case and Effects of Family Festival Using the Metaverse (메타버스를 적용한 가족축제 운영 사례와 효과 분석)

  • Joowon Jung;Kyung Im Chang;Min Hye Kim
    • Human Ecology Research
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    • v.61 no.4
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    • pp.709-721
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    • 2023
  • This study aimed to enhance awareness of diverse families and promote an inclusive, family-friendly culture by implementing the metaverse in a family festival and assessing its effects during the Covid-19 pandemic. To achieve this, the metaverse was applied and operated at the Jung-gu Family Center Family Festival in Seoul from October 29 to November 6, 2021. The design of the Metaverse Family Festival prioritized the integration of metaverse technology and the layout of program-linked spaces to create a realistic experience. The festival was operated with a focus on providing experiential activities and exhibitions. Data comprised program satisfaction and reviews from a sample of 228 festival participants. The key findings were as follows. Firstly, participants shared their interest and joy in experiencing new activities with their families through the Metaverse Family Festival. Secondly, creating a realistic family festival environment proved practical for encouraging active participation. Thirdly, the Metaverse Family Festival was perceived as promoting an inclusive, family-friendly culture by facilitating safe and accessible communication. Fourthly, the festival effectively bridged the digital gap within families, thereby enhancing digital literacy. This study offers new insights for the future design and operation of various programs in family centers and public institutions.

The strategy of an educational policy in the MEXT (Ministry of Education, Culture, Sports, Science and Technology) of Japan: Focusing on Super Science High school (SSHs) (일본과학문부성의 교육정책전략: 수퍼사이언스고등학교 추진현황을 중심으로)

  • 이화정
    • Journal of Gifted/Talented Education
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    • v.13 no.1
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    • pp.117-134
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    • 2003
  • In Japan accumulating intellectual assets by enhancing science and technology is the only way to survive the global competition. To enhance science and technology, it is important to improve science literacy the public and to foster human resources for science and technology, Therefore, MEXT (Ministry of Education, Culture, Sports, Science and Technology) is now working with various projects. One of the projects for attaining the purpose is Science Literacy Enhancement Initiative. This initiative is a brand-new package of several projects to enhance math and science education in high and middle schools including (1) Super Science High school (SSHs) and (2) Science Partnership Program. The purpose of this study was to investigate concretely about the situation of promotion of SSHs paying attention to three high schools (TAKASAKI high school, HORIOKA high school and RITUMEIKAN high school) specified as SSHs. Furthermore, some suggestions about gifted education were discussed.

Research on The Photo-storytelling based on Comics for the Children Photo Education (만화기반 사진 스토리텔링에 관한 고찰 : 어린이 사진교육을 중심으로)

  • Park, Eunha;Yoon, Joonsung
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.125-132
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    • 2014
  • This study is a research on the Photo-Storytelling applying factors of storytelling based on comics for the children photo education. Creation of new forms of contents has become possible due to the increase of the image creation and consumption in a new digital environment. Along with this development, the capacity for critical image literacy and the children photo education, as cultural arts, are more in demand than ever before. Therefore, the study proposes a new type of Photo-Storytelling that applies storytelling technique based on comics. First, we investigates the format of comics and compares photo and comics. Second, we analyzes photo education, which applies storytelling based on Comics and analyzes advantage it. This study will contribute to the development of basic research for children photo education by presenting a new form of photo education called the comic photos as the Photo-Storytelling program based on comics.

The Status Quo of Humanities-Based Museum Education Program (박물관에서의 인문학 연계 교육을 위한 현황 분석)

  • kang, Inae;Seol, Yeon-Kyung;Lee, Sohyun
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.611-624
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    • 2015
  • Humanities-collaborated practices in various fields have been supported by several governmental policies as a way to overcome recent social problems. Museum, due to its roles in preserving and sharing cultural and historical heritage for the development of society and communities, has emerged as a key base for the humanities-collaborated practices. This study, in this context, aimed to analyze how the humanities-based museum education programs have been practiced in the museums, which, in turn, might provide a basic data for the future direction and development of the programs and the related governmental policy as well. For this purpose, this study first examined theoretical framework for the link between humanities and museum education, from which a survey was developed. The survey was conducted to 75 museum educators who have been in charge of humanities-based educational programs. The result showed that most programs seemed to reflect the basic direction and purpose of the humanities-linked with museum education. Yet, more needs were found in terms of the educational themes and methods which can facilitate multicultural literacy and reflective thinking and activities within experiential learning environments.