• Title/Summary/Keyword: Maker education program

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An Analysis of Program Types for School Reading Education Included in the 100 Excellent Curriculum by Multiple Intelligences (다중지능을 활용한 100대 교육과정의 학교 독서교육 프로그램 유형 분석)

  • Lee, Kyeong-Hwa;Song, Gi-Ho
    • Journal of Korean Library and Information Science Society
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    • v.50 no.1
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    • pp.85-103
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    • 2019
  • This study aims to analyze the direction of the reading education programs based on the 2015 revised curriculum and to seek the plans for the school library and the teacher librarian to be able to contribute them. For this purpose, the types of school-based reading education programs in the report of 100 excellent school curriculum in 2016, which was first applied by the amended curriculum were analyzed through multiple intelligences. Upon the analysis results, the reading education programs in the schools showed to be operated with interpersonal Intelligence. Community-aligned reading was the most frequently operated in the primary schools while student reading club activities were the most common in the middle and high schools. In case of reading education program related to linguistic intelligence, the most commonly operated ways were reading books, writing with literatures, and writing book report, in primary, middle, and high schools, respectively. In case of reading education program related to spatial intelligence, media production type showed the most commonly operated in all types of schools. However, there was no reading program related to naturalist intelligence. Based on these analysis results, the plans to contribute the activation of reading education programs by school libraries under the 2015 amended curriculum were suggested in the aspects of development of connection programs with teachers, students and parents as the center of education community, installation and operation of maker spaces and enhancement of program management and inquiry-based learning competency of teacher librarians.

An Investigation Into the Effects of AI-Based Chemistry I Class Using Classification Models (분류 모델을 활용한 AI 기반 화학 I 수업의 효과에 대한 연구)

  • Heesun Yang;Seonghyeok Ahn;Seung-Hyun Kim;Seong-Joo Kang
    • Journal of the Korean Chemical Society
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    • v.68 no.3
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    • pp.160-175
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    • 2024
  • The purpose of this study is to examine the effects of a Chemistry I class based on an artificial intelligence (AI) classification model. To achieve this, the research investigated the development and application of a class utilizing an AI classification model in Chemistry I classes conducted at D High School in Gyeongbuk during the first semester of 2023. After selecting the curriculum content and AI tools, and determining the curriculum-AI integration education model as well as AI hardware and software, we developed detailed activities for the program and applied them in actual classes. Following the implementation of the classes, it was confirmed that students' self-efficacy improved in three aspects: chemistry concept formation, AI value perception, and AI-based maker competency. Specifically, the chemistry classes based on text and image classification models had a positive impact on students' self-efficacy for chemistry concept formation, enhanced students' perception of AI value and interest, and contributed to improving students' AI and physical computing abilities. These results demonstrate the positive impact of the Chemistry I class based on an AI classification model on students, providing evidence of its utility in educational settings.

Construction Project-Based Material for Learning Visual Basic Using Flash and Photoshop (플래시와 포토샵을 이용한 비주얼베이직 학습을 위한 프로젝트 기반 교육컨텐츠)

  • Kim Min-Jung;Park Doo-Soon
    • Journal of Korea Multimedia Society
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    • v.9 no.3
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    • pp.353-359
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    • 2006
  • For answering a given condition of education which tries groping various instruction way of learner-leading, project-based instruction is noticed that inducing motive and interest of study by learner maker the effect of teaming, instruction way of owner-leading which solve by themselves. In this thesis, it develops education contents for applying project-based instruction to visualbasic course. Using FLASH MX and PHOTOSHOP 6.0 program which became known web production means, in distinction from the instruction contents which is a freeze-frame, it makes prossible interaction between computer and learner, induce interest and concentration of learner. In result of applying this, it appears real effect to the learning effect.

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생태주의에 입각한 환경기술정책 전문가 교육시스템 구축에 관한 연구

  • Kim, Mi-Mi;Kim, Dae-Yeong;Im, Jung-Yeon;Yun, Hwa-Yeong
    • Proceedings of the Technology Innovation Conference
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    • 2005.02a
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    • pp.109-123
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    • 2005
  • There has been great effect on development and usage of resources as well as technological development including everyday life pattern to maintain environmental sustainability, Also, It is tend to become negative for people's concern of nature ecosystem toward new technological developments because it is neither environmentally, nor naturally friendly. Therefore, our study is to implement expert education and research system which includes the trends and requests of our society with objectives as follows; First, Training industrial technology and policy maker who can understand and practice ecological ethics. Second, Educating people with expertise which can evaluate and complement the environmental friendliness about new industrial technologies. Third, Educating people who can develop technology which is environmentally friendly. Our new program requires various knowledges and balanced point of view. To this end, students are required to understand field of art and sciences including emerging eco-buddhism subject as well as field of state-of-the art environmental technologies such as recycling technology and clean production technology.

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Strategies for Increasing the Value and Sustainability of Archaeological Education in the Post-COVID-19 Era (포스트 코로나 시대 고고유산 교육의 가치와 지속가능성을 위한 전략)

  • KIM, Eunkyung
    • Korean Journal of Heritage: History & Science
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    • v.55 no.2
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    • pp.82-100
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    • 2022
  • With the crisis of the COVID-19 pandemic and the era of the 4th industrial revolution, archaeological heritage education has entered a new phase. This article responds to the trends in the post-COVID-19 era, seeking ways to develop archaeological heritage education and sustainable strategies necessary in the era of the 4th industrial revolution. The program of archaeological heritage education required in the era of the 4th industrial revolution must cultivate creative talent, solve problems, and improve self-efficacy. It should also draw attention to archaeological heritage maker education. Such maker education should be delivered based on constructivism and be designed by setting specific learning goals in consideration of various age-specific characteristics. Moreover, various ICT-based contents applying VR, AR, cloud, and drone imaging technologies should be developed and expanded, and, above all, ontact digital education(real-time virtual learning) should seek ways to revitalize communities capable of interactive communication in non-face-to-face situations. The development of such ancient heritage content needs to add AI functions that consider learners' interests, learning abilities, and learning purposes while producing various convergent contents from the standpoint of "cultural collage." Online archaeological heritage content education should be delivered following prior learning or with supplementary learning in consideration of motivation or field learning to access the real thing in the future. Ultimately, archaeological ontact education will be delivered using cutting-edge technologies that reflect the current trends. In conjunction with this, continuous efforts are needed for constructive learning that enables discovery and question-exploration.

Design and Implementation of Teaching Material and Tools Management Program for Kindergartens (유치원의 교재.교구관리 프로그램의 설계 및 구현)

  • Kim, Cheon-Hee;Yoon, Sam-Choong;Yoon, Yun
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.201-215
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    • 2006
  • The purpose of this study is to present a plan to design and utilize effectively useful software program in dealing with Teaching Materials and Tools Management in all infant education institute. This program is called Teaching Materials and Tools Management and it is based on the national kindergarten Curriculum notified by ministry of education. To achieve this goal, all teaching materials should be kept to classify and use easily regardless of their shape, kind, and maker(manufacturer). Teaching materials and tools once used in class should be kept after being repaired, And if it is difficult to repair them, write down detail information about them for any teacher to repair them easily. Teaching materials and tools should classified efficiently after being used and registered to recognize their information at first glance. Teaching materials and tools should be registered with an index to manage curriculum effectively when establishing a year plan.

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The improvement measures for youth activity policies in the intelligent information society: focusing on programs, equipment and facility operation and leaders (지능정보사회에서의 청소년 활동정책 개선방안: 프로그램, 설비·시설, 지도자를 중심으로)

  • Lee, Kyeong-Sang;Lee, Chang-Ho;Kim, Min
    • Informatization Policy
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    • v.26 no.4
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    • pp.62-84
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    • 2019
  • The purpose of this study is to present improvement measures for youth activity policies that can change the youth activity programs, equipment and facility operation and leaders in order to cultivate youth capacities suitable for the intelligent information society. For this purpose, we conducted a literature study on the direction of youth activity policy changes with the forecasted social changes in the intelligence information society and an online survey and expert opinion surveys to identify how youth activity facilities are currently coping with the changes and to explore measures to improve youth activity policies. The research identified 17 policy tasks - 9 tasks for the program area, including 1) increase of intelligent information technology related programs, 2) increase of contents related to career resilience in career experience and training programs, and 3) systematic introduction and diffusion of STEAM and Maker education programs; 5 tasks for the equipment and facility operation area, including 1) strengthening cooperation network with external organizations related to the intelligent information technologies, 2) expansion of AR and VR technology application in activity program development, improvement and operation, and 3) big data building in the field of youth activities; and 3 tasks for the leaders area, including 1) extension of information provision on the intelligent information society to the leaders of the activity facilities, and 2) development of job models related to the intelligent information society and job training.

A Case Study on the Growth of Learners through the Changemaker TEMPS Program (체인지메이커(Changemaker) TEMPS 프로그램을 통한 학습자의 성장에 대한 사례연구)

  • Kim, Nam Eun;Heo, Young Sun
    • Journal of Korean Home Economics Education Association
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    • v.31 no.3
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    • pp.91-116
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    • 2019
  • The purpose of this study is to examine the meaning of Changemaker education and to investigate the significance of Changemaker education in home economics education through a study of growth of learners applying the TEMPS program. To this end, first, the concept of Changemaker education was defined. Changemaker education is an education that changes society in a positive direction through a process of thinking about, learning about, making, and participating(playing) in various problems that we face in real life and drawing out solutions and share he solutions with others. Second, in this reasearch, the direction of Changemaker education is to make them interested in social problems and solve it and to make both the family and the career life happy and healthy by collaborating with other people. The scope of the contents is defined as "the selection of the content elements of the five domains of the child family, diet nutrition, clothing, housing and consumer life". As a way of teaching, we suggested that the TEMPS phase is followed so that the session purpose is achieved. Third, the Changemaker program consists of five steps of TEMPS among the five key ideas of Changemaker education. T(Thinking) is the step of understanding the problem and thinking about how to solve it, and E(Education) is getting the background for the next step. M(Making) is a step to create a target for problem solving, and P(Participation) and P(Play) are steps to Participation and enjoy. S(Share) is a step of changing the society through the result display, SNS sharing, and class presentation. In this study, 12 programs for middle school and 15 programs for high school were developed on the basis of TEMPS level. Each of the programs consists of 2 to 12 unit hours, which add up to 68 hours in the middle school program and 68 in high school. The learners who participated in the Changemaker program for one year (March 2, 2018~December 31, 2018) will experience improvement in many aspects including the linkage of life and education, practical ability, self-directed learning, self-esteem, sense of achievement and self-reflection, sensory observation, and so on.

An Analysis of the Stages of Teachers' Concerns Regarding Education on Mobile Application Development: An Application of CBAM (교사의 앱 개발 교육에 대한 관심도 분석: 관심중심수용모형(CBAM)을 중심으로)

  • Yoon, Seonghye;Kang, Woori
    • Journal of The Korean Association of Information Education
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    • v.22 no.5
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    • pp.509-517
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    • 2018
  • As the necessity of maker education is being emphasized and the app generation is now entering school, expectations concerning the impact of app development education are rising in the field of education. The introduction and rise in popularity of a new type of education, such as app development education, requires a change in attitude among teachers. Therefore, this study focused on the concerns of in-service teachers regarding app development education by applying the Concerns-Based Adoption Model (CBAM) of Hall and Hord (2015). For this purpose, the data was collected from 23 in-service teachers who attended a short teacher training session that introduced app development training. The data was converted to the relative intensity based on the stage of concerns questionnaire (SoCQ) scoring device and was expressed as the SoCQ profile. The results of the survey concerning app development education showed that the stage 0 concern (unconcerned) was reported most frequently by teachers and the stage 4 concern (consequence) was reported least frequently. This kind of result, which is typical at the beginning of the introduction of a new education program, indicates that teachers recognize app development education but do not have sufficient information regarding it. Qualitative results also showed that teachers understand the educational possibilities of app development education, but they were worried about the difficulties expected to be applied in the field. Based on these results, we suggest that more detailed information on app development education be provided through teacher training.

Experimental and Experiential Cultural Space : Focusing on Cologne City Library in Germany (실험과 체험의 공간: 독일 쾰른 시립도서관의 사례를 중심으로)

  • Choi, Jeongyoon;Kim, Jae-Woong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.11-22
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    • 2018
  • This study examines the structure and contents of the various programs offered by the Cologne City Library in Cologne, Germany, and discusses its implications for the role of the changing public libraries in the era of the Fourth Industrial Revolution. The Cologne Municipal Library, which has continuously played a leading role in the education of German libraries since its opening, has been transforming itself to become a center for producing information and knowledge and developing culture in accordance with the dynamic era of the Fourth Industrial Revolution. Currently, the Cologne Municipal Library plays a role as a multi-cultural space in the community where local members can experience various cultures, such as movies, music and games, and create a culture, beyond the traditional functions of library collection and preservation. The program of the City Library in Cologne, Germany, will help to redesign the functions and roles of public libraries in Korea in the future, and plan library contents for local members.