• Title/Summary/Keyword: Problem discovery ability

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Creativity Theory of Body Movement and Analysis of Creativity Factor (신체움직임의 창의성 이론과 요인분석)

  • Ahn, Byoung-Soon
    • The Journal of the Korea Contents Association
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    • v.13 no.12
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    • pp.672-679
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    • 2013
  • Creativity is the thinking ability and the expression of new image by imagination as a problem recognition and way of solution. This study aims to search for the creativity theory of body movement and to analyze the creativity factor. According to the study, the creativity of body movement needs four steps: movement awareness, movement design, movement discovery and movement use. The use of new image through self-perception and self concept brings about a creative improvement in the problem recognition and its resolution function. In conclusion, the creativity of body movement means the infinity of body movement as 'the third energy' and 'the flexibility of flow' by interaction.

Analysis of Inductive Reasoning Process (귀납적 추론의 과정 분석)

  • Lee, Sung-Keun;Ryu, Heui-Su
    • School Mathematics
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    • v.14 no.1
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    • pp.85-107
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    • 2012
  • Problem solving is important in school mathematics as the means and end of mathematics education. In elementary school, inductive reasoning is closely linked to problem solving. The purpose of this study was to examine ways of improving problem solving ability through analysis of inductive reasoning process. After the process of inductive reasoning in problem solving was analyzed, five different stages of inductive reasoning were selected. It's assumed that the flow of inductive reasoning would begin with stage 0 and then go on to the higher stages step by step, and diverse sorts of additional inductive reasoning flow were selected depending on what students would do in case of finding counter examples to a regulation found by them or to their inference. And then a case study was implemented after four elementary school students who were in their sixth grade were selected in order to check the appropriateness of the stages and flows of inductive reasoning selected in this study, and how to teach inductive reasoning and what to teach to improve problem solving ability in terms of questioning and advising, the creation of student-centered class culture and representation were discussed to map out lesson plans. The conclusion of the study and the implications of the conclusion were as follows: First, a change of teacher roles is required in problem-solving education. Teachers should provide students with a wide variety of problem-solving strategies, serve as facilitators of their thinking and give many chances for them ide splore the given problems on their own. And they should be careful entegieto take considerations on the level of each student's understanding, the changes of their thinking during problem-solving process and their response. Second, elementary schools also should provide more intensive education on justification, and one of the best teaching methods will be by taking generic examples. Third, a student-centered classroom should be created to further the class participation of students and encourage them to explore without any restrictions. Fourth, inductive reasoning should be viewed as a crucial means to boost mathematical creativity.

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The changes of Students through Technological problem solving Hands-on Activity in Technology Education of Middle School (중학교 기술교육에서 기술적 문제해결 체험활동을 통해 나타나는 학생들의 변화)

  • Kim, Ji-Sook;Yi, Sang-Bong
    • 대한공업교육학회지
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    • v.40 no.2
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    • pp.175-195
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    • 2015
  • This study is aimed at exploring the educational meaning of cooperative hands-on activity in the technology subject from the perspective of a student who is an education consumer. For this purpose, this study selected 12 first year student of a middle school located at G City of Gyeonggi-do Province as research participants through purposeful sampling, and conducted an in-depth interview and group discussion based on stimulated recall questionary techniques. This study utilized area analysis, classification analysis and component analysis as a data analysis method, and secured the verity of the research through the examination between research participants and triangulation. As a result of this research work, it was found that the cooperative hands-on class in the technology subject had the meaning of 'Space between a burden and excitement about the technical making', 'Clue and ignition point of technological problem solving', and 'Self-discovery through Technical capability'. To be more concrete, 'Space between a burden and excitement about the technical making' means that students, whose usual school record is excellent, felt great psychological burdens of performance assessment, but their pre-experience and interest in 'Making' induced them to feel exhilaration of hands-on activity. 'Clue and ignition point of technological problem solving' means that students get to make much of the understanding & formation of the relationship with teammates in the process of resolving an unfamiliar hands-on activity task and to have the continuous problem-solving ability. 'Self-discovery through Technical capability' means that students get to realize the importance of learning experience of one's own making through hands-on activity learning, which could be the opportunity to meet the operant demands of the inner side. This study hopes that such results could be utilized as the basic data needed for designing the hands-on activity education in the technology subject more meaningfully and systematically for the time to come.

Analysis on Relation between Rehabilitation Training Movement and Muscle Activation using Weighted Association Rule Discovery (가중연관규칙 탐사를 이용한 재활훈련운동과 근육 활성의 연관성 분석)

  • Lee, Ah-Reum;Piao, Youn-Jun;Kwon, Tae-Kyu;Kim, Jung-Ja
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.6
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    • pp.7-17
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    • 2009
  • The precise analysis of exercise data for designing an effective rehabilitation system is very important as a feedback for planing the next exercising step. Many subjective and reliable research outcomes that were obtained by analysis and evaluation for the human motor ability by various methods of biomechanical experiments have been introduced. Most of them include quantitative analysis based on basic statistical methods, which are not practical enough for application to real clinical problems. In this situation, data mining technology can be a promising approach for clinical decision support system by discovering meaningful hidden rules and patterns from large volume of data obtained from the problem domain. In this research, in order to find relational rules between posture training type and muscle activation pattern, we investigated an application of the WAR(Weishted Association Rule) to the biomechanical data obtained mainly for evaluation of postural control ability. The discovered rules can be used as a quantitative prior knowledge for expert's decision making for rehabilitation plan. The discovered rules can be used as a more qualitative and useful priori knowledge for the rehabilitation and clinical expert's decision-making, and as a index for planning an optimal rehabilitation exercise model for a patient.

A Study on the Diagnosis Method of Knowledge Information in Computational Thinking using LightBot (라이트봇을 활용한 컴퓨팅 사고력에서 지식 정보의 진단 방안에 관한 연구)

  • Lee, Youngseok
    • Journal of the Korea Convergence Society
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    • v.11 no.8
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    • pp.33-38
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    • 2020
  • Modern society needs to think in new directions and solve problems by grafting problems from diverse fields with computers. Abstraction and automation of various problems using computing technology with your own ideas is called computational thinking. In this paper, we analyze how to diagnose and improve knowledge information based on computational thinking through the process of presenting a variety of problems in programming education situations and finding several problem-solving methods to solve them. To pretest the learners, they were diagnosed using a measurement sheet and a LightBot. By determining the correlation between the evaluation results and LightBot results, the learners' current knowledge statuses were checked, and the correlation between the evaluation results and the LightBot results, based on what was taught according to the problem-solving learning technique, was analyzed according to the proposed technique. The analysis of the group average score of the learners showed that the learning effect was significant. If the method of deriving and improving knowledge based on computational thinking ability for solving the problem proposed in this paper is applied to software education, it will induce student interest, thereby increasing the learning effect.

Designing the Instructional Framework and Cognitive Learning Environment for Artificial Intelligence Education through Computational Thinking (Computational Thinking 기반의 인공지능교육 프레임워크 및 인지적학습환경 설계)

  • Shin, Seungki
    • Journal of The Korean Association of Information Education
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    • v.23 no.6
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    • pp.639-653
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    • 2019
  • The purpose of this study is to design an instructional framework and cognitive learning environment for AI education based on computational thinking in order to ground the theoretical rationale for AI education. Based on the literature review, the learning model is proposed to select the algorithms and problem-solving models through the abstraction process at the stage of data collection and discovery. Meanwhile, the instructional model of AI education through computational thinking is suggested to enhance the problem-solving ability using the AI by performing the processes of problem-solving and prediction based on the stages of automating and evaluating the selected algorithms. By analyzing the research related to the cognitive learning environment for AI education, the instructional framework was composed mainly of abstraction which is the core thinking process of computational thinking through the transition from the stage of the agency to modeling. The instructional framework of AI education and the process of constructing the cognitive learning environment presented in this study are characterized in that they are based on computational thinking, and those are expected to be the basis of further research for the instructional design of AI education.

An Improved Message Broadcast Scheme over Wireless Sensor Networks (무선 센서 네트워크에서 효율적인 메시지 방송 기법)

  • Kim, Kwan-Woong;Kim, Byun-Gon;Bae, Sung-Hwan;Kim, Dae-Ik
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.6
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    • pp.588-594
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    • 2010
  • In a multi-hop wireless sensor network, broadcasting is an elementary operation to support command message sending, route discovery and other application tasks. Broadcasting by flooding may cause serious redundancy, contention, and collision in the network, which is referred to as the broadcast storm problem. Many broadcasting schemes have been proposed to give better performance than simple flooding in wireless sensor network. How to decide whether re-broadcast or not also poses a dilemma between reach ability and efficiency under different host densities. In this paper, we present popular broadcasting schemes, which can reduce re-broadcast packets and improve SRB(Saved ReBroadcast). Simulation results show different levels of improvement over the simple flooding scheme.

The Influence of Learning Styles on a Model of IoT-based Inclusive Education and Its Architecture

  • Sayassatov, Dulan;Cho, Namjae
    • Journal of Information Technology Applications and Management
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    • v.26 no.5
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    • pp.27-39
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    • 2019
  • The Internet of Things (IoT) is a new paradigm that is revolutionizing computing. It is intended that all objects around us will be connected to the network, providing "anytime, anywhere" access to information. This study introduces IoT with Kolb's learning style in order to enhance the learning experience especially for inclusive education for primary and secondary schools where delivery of knowledge is not limited to physical, cognitive disabilities, human diversity with respect to ability, language, culture, gender, age and of other forms of human differences. The article also emphasizes the role of learning style as a discovery process that incorporates the characteristics of problem solving and learning. Kolb's Learning Style was chosen as it is widely used in research and in practical information systems applications. A consistent pattern of finding emerges by using a combination of Kolb's learning style and internet of things where specific individual differences, learning approach differences and IoT application differences are taken as a main research framework. Further several suggestions were made by using this combination to IoT architecture and smart environment of internet of things. Based on these suggestions, future research directions are proposed.

The Effects of Science Teaching and Learning Using Student-led Instructional Strategies on Elementary School Students' Science Core Competencies (학생주도형 수업전략을 활용한 과학 교수 학습이 초등학생의 과학과 핵심역량에 미치는 효과)

  • Kang, Hountae;Noh, Sukgoo
    • Journal of Korean Elementary Science Education
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    • v.39 no.2
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    • pp.228-242
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    • 2020
  • The purpose of this study is to develop a student-led instructional strategy that is central to the teaching-learning process and to investigate its effects. For this study, we analyzed the learner-centered learning types (discovery learning, problem-based learning, inquiry learning) and extracted elements applicable to newly developed teaching-learning. Based on this, a student-led class strategy was established using pre-learning, teacher collaboration, small group composition, and limited open data and product presentation, and then science classes were conducted. As a result of the post-tests of the five science core competencies of the experimental group using the student-led instructional strategy and the comparative group conducting lecture-based classes, the experimental group showed higher scores than the comparative group in the scientific thinking, scientific communication, and scientific attitudes (p<.05). Based on these results, it was confirmed that the student-led class, in which the student self-adjusts the entire process of designing, exploring, and presenting learning, can help the student's scientific ability. In addition, I would like to discuss the implications of teachers' teaching-learning composition.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.