• Title/Summary/Keyword: Revised Curriculum

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The Effects of 4D-Frame Teaching upon Mathematically Gifted Elementary Students' Mathematical Creativity and Spatial Sense (4D 프레임 활용 학습이 초등 수학영재학생의 공간감각 및 수학적 창의성에 미치는 영향)

  • Lee, Ju Yong;Choi, Jae Ho
    • Education of Primary School Mathematics
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    • v.16 no.1
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    • pp.1-20
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    • 2013
  • The aim of this study was to develop a gifted educational program in math-gifted class in elementary school using recently developed 4D-frame. This study identified how this program impacted on spatial sense and mathematical creativity for mathematically gifted students. The investigation attempted to contribute to the developments for the gifted educational program. To achieve the aim, the study analysed the 5 and 6th graders' figure learning contents from a revised version of the 2007 national curriculum. According to this analysis, twelve learning sections were developed on the basis of 4D-frame in the math-gifted educational program. The results of the study is as follows. First, a learning program using 4D-frame for spatial sense from mathematically gifted elementary school students was statistically significant. A sub-factor of spatial visualization called mental rotation and sub-factors of spatial orientations such as sense of distance and sense of spatial perception were statistically significant. Second, the learning program that uses 4D-frame for mathematical creativity was statistically significant. The sub-factors of mathematical creativity such as fluency, flexibility and originality were all statistically significant. Third, the manipulation properties of 4D-frame helped to understand the characteristics of various solid figures. Through the math discussions in the class, participants' error correction was promoted. The advantage of 4D-frame including easier manipulation helped participants' originality for their own sculpture. In summary, this found that the learning program using 4D-frame attributed to improve the spatial sense and mathematical creativity for mathematically gifted students in elementary school. These results indicated that the writers' learning program will help to develop the programs for the gifted education program in the future.

A Systemic Model for the Gifted Education (체제적인 영재교육을 위한 Renzulli의 전교 심화학습 모형(SEM)의 개성방안)

  • Park, Eun-Young
    • Journal of Gifted/Talented Education
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    • v.10 no.2
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    • pp.1-23
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    • 2000
  • The Schoolwide Enrichment Model(SEM) is a representative model for the gifted education. As the model seems to be more conceptual in nature, it is hard to respond to the different interests and changing needs of the gifted learners. Also it does not provide specific procedures and prescriptions in teaching-learning processes for the teachers. Therefore, SEM needs to be modified into a Systemic Model that is more flexible and procedural. The paper proposes an Instructional Systems Design(ISD) model for SEM. The Systemic Model for SEM consists of 5 major steps. These are as follows: Planning, Diagnosis, Prescription, Implementation, Evaluation. In Planning step, there is a six-stage procedure for initiating the implementation of the SEM. In Diagnosis step, there are two-phases in identifying students for participation in the SEM and assessing strengths, interests, and talents of the learners and recording in The Total Talent Portfolio(TTP). In Prescription step, Curriculum Compacting is administered as a systematic procedure for modifying thecurriculum for above-average ability students. In Implementation step, Enrichment Learning and Teaching is an instructional strategy designed to promote active engagement in learning for teachers and students. Whenever each step has completed, Evaluation step should be followed. These 5 steps are repetitive, cycling and interactive. That is, each one becomes input for the next step, process for itself, and output for the previous step. Each step is monitored through the process of Review and Revision step. In conclusion, the paper suggests six strengths of the Systemic Model for SEM; The Model (1) provides the specific procedure in teaching-learning process; 92) has interactive relations with each component; (3) can be revised continuously for creation of the most effective system; (4) can be implemented more flexibly; (5) can be developed as an unique system for each school; (6) facilitates communications between teachers and students.

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Development of Convergence Education Program Based on 3D Panorama Virtual Fieldwork Courses on Water Spider in Eundaeri (은대리 물거미 서식지의 3D 파노라마 가상야외학습장 융합교육 프로그램 개발)

  • Yoon, Ma-Byong
    • The Journal of the Korea Contents Association
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    • v.19 no.10
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    • pp.607-619
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    • 2019
  • This study used Natural Monument water spiders and their habitats as educational contents, so those students could have a scientific literacy and the beautiful memories of Eundaeri's marshes through developing a virtual fieldwork courses (VFC) and observing the ecology of water spiders. In order to develop the program, the 2015 revised national curriculum and its textbooks were analyzed. In accordance with the STEAM model, we developed teaching-learning materials for 7 classes. Students produced 3D panorama virtual fieldwork courses (PVFC) about water spider by team-based cooperative learning, enabling them to emotionally experience the meaning and value of water spiders. A panel of six education experts verified the validity of the program and found it to be fairly valid at 4.24 (CVI = .88) on the 5-point Likert scale. In order to confirm the suitability of the program, students in the middle school science clubs participated in pilot testing camp. Their average classes satisfaction was 4.24 and students were very satisfied with the usefulness of the program, the fresh learning contents, and the suitability of the convergence education class. This study could contribute to convergence education related to ecology and virtual reality for adolescents.

The species list of insects and spiders appear in the press Elementary School Textbooks (초등학교 교과서에 게재된 곤충 및 거미류 종 목록)

  • Lee, YoungBo;Park, Hae-Chul;Han, Tae-Man;Kim, Seong-Hyun;Whang, Seok-Jo;Kim, Nam-Jung
    • Journal of Sericultural and Entomological Science
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    • v.50 no.2
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    • pp.178-188
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    • 2012
  • Since based on the 7th revised educational curriculum, the insects and spiders in elementary school textbook are as follows. A total of 60 species belonging to ten order of insects and three species of two families in the order Araneae were investigated. Among of them, we found that the species name and their photos were switched in three times, and also, misidentified species name were examined in three times. In the result of spices appearing frequencies between insects and spiders in the whole grade levels, the confirmed species numbers were a total of 63 species and the number of frequencies were 169 times. In the appearing frequencies, the correct identified species are relatively lowed as only 44 times(26.0%). In investigation on the appearing frequencies for the each insect orders, Othoptera and Coleoptera are mostly high such as ten and nine times, respectively. The appearing frequency for species levels are sequently counted as Drosophila sp.(18 times), Oxya chinensis sinuosa(16 times), and Papilio xuthus(12 times). The result of investigation for the appearing frequencies of insects in the each grades and semesters indicated that the first semester of third grade includes most large number insects which are 18 insect species, contrary, only one insect species are reported in the first semester of second grade.

STEAM Program Development for Career Exploration using VR Webtoon - Application of Contact·Untact Combined Education (VR 웹툰을 활용한 진로탐색형 STEAM 프로그램 개발 - 대면·비대면 혼합형 교육 적용 사례)

  • Joo, Hak-Jong;Lim, Eun-Young;Seo, Kyung-Min
    • Journal of The Korean Association of Information Education
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    • v.25 no.4
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    • pp.653-664
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    • 2021
  • This study proposes a STEAM (Science, Technology, Engineering, Arts, and Mathematics) program for career exploration of middle school students. The proposed program utilizes VR (Virtual Reality) for new digital technology and webtoon as a popular cultural element. It enables the students to investigate promising fields and experience them virtually for themselves. We design the program based on the 2015 revised curriculum, which enhances the learning effects with existing subjects. In particular, the program provides a hybrid education to combine contact and untact classes considering the COVID-19 situation. The educational goal of the proposed program is to improve creativity and convergence capability. Specifically, it aims to prepare an educational foundation that integrates new digital technologies into education and applies the programs to school education fields. To prove the effectiveness of the developed program, we applied the program to the second graders of A middle school located in Seoul. We expect that the proposed program helps students learn how to utilize new digital technologies and explore future career paths.

A Study of the Definition and Components of Data Literacy for K-12 AI Education (초·중등 AI 교육을 위한 데이터 리터러시 정의 및 구성 요소 연구)

  • Kim, Seulki;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.691-704
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    • 2021
  • The development of AI technology has brought about a big change in our lives. The importance of AI and data education is also growing as AI's influence from life to society to the economy grows. In response, the OECD Education Research Report and various domestic information and curriculum studies deal with data literacy and present it as an essential competency. However, the definition of data literacy and the content and scope of the components vary among researchers. Thus, we analyze the semantic similarity of words through Word2Vec deep learning natural language processing methods along with the definitions of key data literacy studies and analysis of word frequency utilized in components, to present objective and comprehensive definition and components. It was revised and supplemented by expert review, and we defined data literacy as the 'basic ability of knowledge construction and communication to collect, analyze, and use data and process it as information for problem solving'. Furthermore we propose the components of each category of knowledge, skills, values and attitudes. We hope that the definition and components of data literacy derived from this study will serve as a good foundation for the systematization and education research of AI education related to students' future competency.

Development of Teaching-Learning Plans of Middle School Home Economics for Media Literacy: Focusing on Core Concept of 'Relationship' (미디어 리터러시 함양을 위한 중학교 가정과 교수·학습 과정안 개발: 핵심개념 '관계' 관련 단원을 중심으로)

  • Shim, Jaeyoung;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.1-18
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    • 2020
  • The purpose of this study is to improve media literacy through home economics education. To this end, in this study, developed were 10 teaching-learning plans, learning activity sheets, and teaching materials for the 'relationship' area, the core concept of the 2015 revised home economics curriculum, using the ADDIE method. Pre- and post-survey results after implementing the developed program showed statistically significant improvements in enhancing participants' ability to access media and critical understanding of media. Through this, also found was that the ability to express and produce one's own thoughts and feelings has improved. As a result of a qualitative analysis, it was found that students who participated in the class experienced an overall change in the performance goals of media literacy, especially in 'critical understanding and evaluation', and improved in media use ethics and social participation consciousness as well. It is significant that this study has developed a program that can foster media literacy in home economics education. It is expected to help improve the acceptability of media literacy education in home economics education, enhancement of the expertise of home economics teachers' media literacy education, and the improvement of teaching and learning activities in the field.

Development of Empathy Education Program Using Brain-Based Education Principles in Home Economics (뇌기반 교육원리를 적용한 가정과 공감교육 프로그램 개발)

  • Lee, Eunjin;Choi, Saeeun
    • Journal of Korean Home Economics Education Association
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    • v.33 no.2
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    • pp.153-172
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    • 2021
  • The purpose of this study is to develop the Empathy Education Program by employing the brain-based education principle in home economics education. For this purpose, the study used the "ADDE" (Analysis, Design, Development, and Evaluation) method to develope a Empathy Education Program for middle-school students. Analysis from previous literature derived that four principles of brain-based empathy education in home economics education: 1) understanding through imitation; 2) inference through imagination; 3) interaction through experience, and 4) internalization through practice. Based on these brain-based four principles and three components of empathy, a total of 15 lessons were designed and developed for the educational program for middle-school students, "FEEL" (For Empathy Education & Learning). The contents of this program were selected from the analysis of the 2015-revised technology and home economics education curriculum and textbooks. Results from expert evaluation of the validity and feasibility of the program showed that this program is highly valid with an average validity score of 4.88 and 0.98 for the validity index ("CVI"). This study is meaningful in that it can be effectively employed in the middle school free-year policy system. Also, this study contributes to shedding light on the possibility of combining empathy education with home economics education by presenting newly presented elements of empathy and brain-based education principles in home economics education.

Seeking the Contact Points of Traditional Drama Education and Elementary Drama Education of Prof. Sa-Jinsil (사진실 교수의 전통연희 교육관과 초등 연극교육의 접점 모색)

  • Choi, Won-oh
    • (The) Research of the performance art and culture
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    • no.36
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    • pp.553-584
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    • 2018
  • In order to succeed to the 'Traditional Play Series 1~9' by Prof. Sa Jinsil, this article sought the contact points between the traditional drama and the elementary drama education that Prof. Sa Jinsil held. The educational perspective of the prof. Sa Jinsil is reflected specifically in the seventh and eighth volumes. However, these educational perspectives are similar to those presented in the 2015 revised curriculum. It is also similar to the cultivation of humanities through theater education. In other words, the similarity is confirmed in that the target is creativity-interdisciplinary type human. The foresight of the prof. Sa jinsil in the education for creativity-interdisciplinary type human is confirmed. On the other hand, in order to cultivate creativity-interdisciplinary type human, it is also required to cultivate the ability to 'fun speaking' as well as 'logically speaking'. In this regard, I presented Jaedam, one of the Korean traditional plays, as an alternative. The reason for this is as follows; (1)It is possible to succeed Korean traditional theater performance style through regular class. (2)Students can develop emotional and empathy skills through fun speaking education. (3)Students will develop persuasive storytelling skills. At this time, the traditional play series 1~9, which contains the works of Prof. Sa Jinsil, and cultural ideas and educational ideas, will be useful.

Development and Application of Middle School Students Maker Education Program using Arduino based on Design Thinking (아두이노를 활용한 디자인씽킹 기반의 중학생 메이커 교육 프로그램 개발 및 적용)

  • Kim, Sung-In;Kim, Jin-Soo;Kang, Seong-Joo;Kim, Tae-Young;Yoon, Ji-Hyun
    • 대한공업교육학회지
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    • v.44 no.1
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    • pp.162-189
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    • 2019
  • The purpose of this study is to develop and apply a Design Thinking-based Maker education program utilizing Arduino for middle school students. The study progress was made in four stages of preparation, development, implementation and evaluation according to the PDIE model. In this study, experts were verified for validity and pre-applied to students to improve the maker education program developed based on literature review. Then, it was applied to middle school club classes to check the effects through analysis of quantitative and qualitative data. In addition, the development of the program was completed by supplementing the improvements found in the course. The results of this study are as follows. First, the topics of the maker education program that can be used in middle schools were selected in consideration of the analysis of the 2015 revised curriculum, methods to using the Arduino, and social interest. Second, the program developed based on the selected topic consists of 4 classes of maker basic learning and 16 classes of design thinking-based maker activities. Third, the developed maker education program had a significant effect in improving STEAM literacy of middle school students, but did not have any significant effect in the interest in technology and orientation towards an engineering career. Fourth, learners were interested in the activities of designing and freely making by themselves, and they positively evaluated the experience of realizing the physical computing with Arduino. In addition, they practiced the spirit of a maker, such as autonomously collecting data and sharing them with colleagues, etc. while acting as a maker.