• Title/Summary/Keyword: STEAM 교육 프로그램

Search Result 235, Processing Time 0.024 seconds

Development of Convergence Educational Program Using AI Platform: Focusing on Environmental Education for Grades 5-6 (인공지능 플랫폼을 활용한 융합수업안 개발 : 5-6학년 환경교육을 중심으로)

  • Choi, Heyoungyun;Shin, Seungki
    • 한국정보교육학회:학술대회논문집
    • /
    • 2021.08a
    • /
    • pp.213-221
    • /
    • 2021
  • With the advent of the 4th industrial revolution, the need for artificial intelligence education has increased. The online learning environment caused by COVID-19 made it possible to use variety of artificial intelligence platforms. In this study, an aritificial intelligence class plan was developed and proposed to achieve the goal of artificial intelligence education using an AI platform. The AI platform used is AI for Oceans, With the theme of creating a program for the environment, designed a 6-hour project class using Novel Engineering-based on STEAM model. Students experience AI for Oceans enough time and learn supervised learning by experience. Based on understanding of supervised learning, students design their own programs for the environment using Entry's AI blocks. In this study, for AI convergence education, this lesson was developed and presented with the goal of acquiring the creative problem solving ability and integrated thinking ability by using the principles of artificial intelligence to solve problems.

  • PDF

Development of Educational Program for Cultivating of Intergrative Thinking Person : Centering on Robot, New Materials, Space Exploration (고등학생을 위한 융합인재교육 프로그램 개발: 로봇, 신소재, 우주 탐사를 중심으로)

  • Choi, Yu Hyun;Lim, Yun Jin;Noh, Jun Ho
    • 대한공업교육학회지
    • /
    • v.38 no.1
    • /
    • pp.195-219
    • /
    • 2013
  • The purpose of this study was to develop a Educational programs for cultivating of intergrative thinking person. For the study, various literature researches were reviewed intensively about STEAM, STEM, robot, new materials, space exploration. As the process of the Study, the strategy for educational program development, workbook for students and instructional Guide for teacher were developed. The workbooks and instructional guides were tested by pilot test. And the interviews with students and teachers were feedback. The result of the feedback, the programs for the 10 educational Programs for cultivating of intergrative thinking person were developed. Based upon the conclusion of this study, the theoretical rationale of educational program for cultivating of intergrative thinking person was presented. Finally, the application method of this study and subsequent studies for effectiveness vertification were proposed.

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
    • /
    • v.15 no.2
    • /
    • pp.310-321
    • /
    • 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.

STEAM Education considering the Level of Cognitive Development of Students in order to Cultivate Creative Convergence Talents (창의적 융합인재양성을 위해 학생들의 인지발달 수준을 고려한 융합인재교육)

  • Ahn, Sun Kyung;Kwak, Ock Keum;Jeon, Byeong-Gyun;Park, Jong Keun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.4
    • /
    • pp.527-535
    • /
    • 2021
  • The STEAM education was applied to science high school students, and changes in perceptions of students and teachers were investigated after class treatment. By the results of the student's perception survey, very positive results were found in increasing problem-solving capabilities, educational satisfaction, etc. More than 98% of students said they would continue to participate in STEAM education classes. Meanwhile, the lack of time for class activities put a burden on students to complete the problems during class. Especially nanoscience content and activities were properly organized in consideration of the level of cognitive development of the students. In addition, as a result of a survey of teachers' perceptions for students, more than 80.0% of teachers responded very positively in 'self-directed learning ability' and 'problem-solving capability', etc.

The Effects of Maker Class Factors in University on Interest in Mathematics and Attitude to Mathematics (대학수학의 메이커수업 요인이 대학생의 수학에 대한 흥미와 태도에 미치는 영향)

  • Kim, Dong-Ryool
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.10
    • /
    • pp.183-195
    • /
    • 2020
  • In this study, the objective of this study is to verify the effects between lecturer's capability, education program, education service, and physical educational environment factors, and university students' interest in and attitude toward mathematics. A survey was conducted on 228 male and female students in science and engineering majors attending universities in the Pusan metropolitan area, and empirical analysis was conducted using the SPSS 26.0 program. The research results are as follows. First, among the characteristics of college mathematics maker classes, instructor competency (β=.349, t=6.380, p<.001), educational program (β=.361, t=5.650, p<.001), and physical educational environment (β=.196, t=3.281, p<.01) had a significant positive (+) effect on college students' interest in mathematics. Second, the factors of interest (β=.349, t=6.380, p<.001) in college mathematics maker classes were found to have a significant positive (+) effect on college students' attitudes toward mathematics. Third, among the characteristics of college mathematics maker classes, instructor competency (β=.340, t=6.365, p<.001), educational program (β=.352, t=5.559, p<.001), physical educational environment (β=.226, t=3.537, p<.01) was found to have a significant positive (+) effect on college students' attitudes toward mathematics. Through the results of this study, it was concluded that when the level of education program and teaching ability of the university mathematics maker class are high and the physical educational environment is excellent, it can have a positive effect not only on the university student's attitude towards mathematics but ultimately on the attitude of mathematics.

The Effects of Design Thinking in High School Chemistry Classes (디자인씽킹 기반 고등학교 화학 수업의 효과 연구)

  • Yang, Heesun;Kim, Mi-Yong;Kang, Seong-Joo
    • Journal of the Korean Chemical Society
    • /
    • v.64 no.3
    • /
    • pp.159-174
    • /
    • 2020
  • The purpose of this study is to examine 'Design Thinking' based Chemistry Class program as an education strategy for core competence of creative convergence talent. The program stages were modified and supplemented into eight stages, including 'Knowledge Understand', 'Empathy', 'Sharing perspective', 'Ideate', '1st Prototype', '1st Test', '2nd Prototype', and '2nd Test', so that the 'Design Thinking Process in Science Education' can be applied to the chemistry class. Considering the linkage between the 2015 and 2009 revised national curriculum, the achievement criteria were selected, and the lesson plans and student activity sheet were developed according to the themes to be met. Four thematic educational programs were developed and applied to Chemistry I for the second grade of high school students from March to August. The results were verified through qualitative data analysis of the class scene and pre- and post-test based on inventories of 'Empathy' 'STEAM educational competence', 'Problem solving process'. As a result of applying the developed program, 'empathy' showed a significant improvement in empathy with others and empathy with the problem situation. In 'STEAM educational competence', there was a significant enhancement in science and design competence. In the 'problem finding process', the problem definition, problem solution design, and problem-solving review were significantly improved in the 'problem-solving process'. The results of this study provided implications for the applicability of design thinking - based chemistry classes and its educational effect.

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
    • /
    • v.19 no.10
    • /
    • pp.607-619
    • /
    • 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.

Development of Applied Music Education Program for Creative and Convergent Thinking-With a Focus on the Capstone design Class (창의·융합적 사고를 위한 실용음악 교육프로그램 개발-캡스톤디자인 수업을 중심으로)

  • Yun, Sung-Hyo;Han, Kyung-hoon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.285-294
    • /
    • 2024
  • This study aims to enhance learners' creative and integrative thinking through the use of a practical music education program, facilitating high-quality artistic activities and the integration of various disciplines. To achieve this, a practical music education program incorporating the PDIE model was designed, and the content validity of the developed program was verified. Through this process, We have researched and described methodologies for multidisciplinary research that can be applied in practical music education. This paper focuses on the fourth session of the study, which deals with the creative and integrative education of practical music and mathematics. The mathematical theory of interest in this research is the Fibonacci sequence, fundamental to the golden ratio in art. The goal is to enable balanced and high-quality creative activities through learning and applying the Fibonacci sequence. Additionally, to verify the validity and effectiveness of the instructional plan, including the one used in the 15-week course, we have detailed the participants involved in the content validation, the procedures of the research, the research tools used, and the methods for collecting and analyzing various data. Through this, We have confirmed the potential of creative and integrative education in higher practical music education and sought to develop educational methodologies for cultivating various creative talents in subsequent research.