• Title/Summary/Keyword: STEAM education program

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The Influence of Seafood Education on Students' Preferences and Perceptions of Seafood Menu Items Provided by School Foodservice (수산물에 관한 교육경험에 따른 학교 급식에서 제공되는 수산물 음식의 기호도와 인식의 차이)

  • Kim, Yoo-Kyeong
    • Korean journal of food and cookery science
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    • v.26 no.3
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    • pp.330-334
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    • 2010
  • This study was performed to investigate the influence of seafood education on students' preferences and perceptions towards seafood menu items provided by school foodservice. The 62 representative menu items were selected from the complete menus provided by 10 high schools located in the Daegu Kyungpook area. Five hundred students were surveyed and 484 questionnaires were analyzed. The preference ($3.25{\pm}0.92$) of seafood menu items was not sufficiently high. The preference order of seafood menu items was rice > noodle > deep fry > grill> stir fry > seasoned dish > soup/stew > steam > pan fry > braise > fermented fish. Conversely, the most frequently provided menu items were soup/stew (31.34%), braise (18.06%), stir fry (15.61%), and seasoned dish (14.83%); the results showed no significant correlation between students' preference and the frequency with which the items were provided. Seafood education positively influenced the students' preference (p<0.001) and perceptions of the seafood acceptability (p<0.01), nutritional value (p<0.05), menu variety (p<0.05), diversity of cooking methods (p<0.001), cleanliness (p<0.001), and leftover amounts (p<0.01). However, more than half the students participating in this study have never received any type of education on seafood. Therefore, a practical program for seafood education should be developed to promote seafood consumption among young students.

Analysis on the Utilization of History of Science and STEAM and Elementary School Teachers' Perceptions about Design-based STEAM Instruction Applying the History of Science in Science Class (과학사와 융합인재교육의 적용 실태와 과학사를 활용한 설계 기반의 융합인재교육 수업에 대한 초등교사들의 인식)

  • Park, Sangwoo;Chung, Wonwoo;Park, Youngkwan
    • Journal of Science Education
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    • v.40 no.2
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    • pp.166-188
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    • 2016
  • The purpose of this study was to analyze the utilization of history of science and STEAM and the elementary school teachers' perceptions about design-based STEAM instruction applying the history of science in science class. To research the utilization of the history of science and STEAM in elementary science class, educational value of design-based STEAM instruction applying the history of science, the questionnaire was revised based on research conducted by Lee & Shin(2014), Park et al.(2010), Shin & Han(2011) and developed questionnaire a total of 20 questions. It was administered to reply the questionnaire to 201 teachers of elementary school in D and G area. The results of this study were as follows: elementary school teachers did not teach actively the history of science, made it read students by simply introducing himself. They did not teach actively STEAM due to not enough time(busy to take a magnitude). They were difficult to teach, but the most focused on the 'Creative Problem-solving' process. And elementary school teachers perceived positively about the educational value of design-based STEAM instruction applying the history of science. Especially, they perceived that it can help elementary school students find a hint for solving the problem through examples of cases of scientific principles and a scientist. In conclusion, it implicates that it is need to regard elementary school teachers' perceptions on application of the history of science and STEAM, and develop specific design-based STEAM program applying the history of science in order to be applied successfully in elementary school for the STEAM settlement.

Development and Validation of Yut-nori Program using Educational Programming Language (EPL) based on Computational Thinking (컴퓨팅 사고력 기반 교육용 프로그래밍 언어(EPL) 활용 윷놀이 프로그램 개발 및 타당성 검증)

  • JeongBeom, Song
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.103-109
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    • 2023
  • In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.

Development, Implementation, and Analysis of a Maker Education Program in School Library: A Case Study of Daegu S High School (학교도서관 메이커 교육 프로그램 개발과 운영 사례 분석 - 대구 S 고등학교 사례를 중심으로 -)

  • Kang, Bong-Suk;Jung, Youngmi
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.2
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    • pp.117-137
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    • 2019
  • The purpose of this study is to guide the design and operation of maker education programs in school library and to spread them by sharing the maker education program case. For this purpose, we explained the case of maker education of Daegu S high school library and analyzed its significance in terms of users in quantitative and qualitative way. In order to analyze the user's perception of the image and self-efficacy of capacity building of school library maker education, we compared it with the perception of existing school library education programs. In addition, we analyzed whether there is a statistically significant difference in the perception of the maker education according to the grade of the student and the experience of the maker education. The perception of school library maker education was not more positive than the existing school library education program. However, it is noteworthy that students who experienced school library maker education showed a positive image and high level of perception of the self-efficacy of capacity building in both existing school library education and manufacturing education compared to those who did not. These results suggest that school library maker education can improve the overall image of school library education and raise perception of the self-efficacy of capacity building. We hope that this study will contribute to activate school library maker education.

Principles and Skills of Organic Crop Production with special regards to Germany (유기작물재배의 이론 및 핵심기술 -독일을 중심으로-)

  • 손상목
    • Korean Journal of Organic Agriculture
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    • v.9 no.4
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    • pp.71-93
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    • 2001
  • Within the paper, an overview of organic farming in Europe countries is given and the Principle and skills of organic agriculture is shortly reported with special regard to Germany. The overview information on European organic forming is covered such as \circled1 development of organic farming, \circled2organic farming organizations, \circled3standards and certification, \circled4implementation of EU council regulation, \circled5state support, \circled6implementation of Agenda 2000, \circled7training and education, \circled8advisory service and research situation. In the paper the principle and skills for organic farming which are practiced actually in the German organic farms is also reported. How to maintain and increase the fertility and microbiological activity of the soil by \circled1cultivation of legumes, green manures or deep-rooting crops in multi-annual rotation system, \circled2incorporation in the soil organic material, by-products from livestock farming is one of the major principle to organic crop production. Pest and diseases and weeds are controlled by any one, or a combination of the following measure ; \circled1choice of appropriate species and varieties, \circled2appropriate rotation programs, \circled3mechanical cultivation, \circled4protection of natural enemies of pests through provision of favourable habitat and ecological buffer zone, \circled5diversified ecosystems, \circled6flame weeding, \circled7natural enemies, \circled8bio-dynamic preparations, \circled9mulching and mowing, \circled10grazing of animals, ⑪mechanical controls, ⑫steam sterilization.

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International Comparison of Contents about Particle Concept in National Science Curricula (국가 수준 과학과 교육과정의 입자 관련 내용 국제 비교)

  • Kim, Dong-Hyun;Kim, Hyo-Nam
    • Journal of Korean Elementary Science Education
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    • v.31 no.2
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    • pp.164-176
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    • 2012
  • The purpose of this study was to find some suggestions for reorganization of contents about particle concept of matter in Korean science curriculum. For the purpose of this study, authors analyzed features of Korean science curriculum and compared science curricula of Korea, USA, UK, Japan and Finland. From the result of this study, authors find some features and important suggestions about reorganization of contents about particle in science curriculum. First, the sequence of contents about particle concepts in 2009 Revised National Curriculum was similar to that in the 6th National Science Curriculum. And the feature of 2009 Revised National Curriculum showed the articulation of contents about particle concept. If contents about particle concept is increased in elementary science curriculum, the total articulation would be increased. Second, the presenting sequence of atomic structure-first and laws about atom-later should be changed to laws about atomic-first and atomic structure-later. This presenting sequence is grounded by science curricula of other countries, history of science and developmental psychology. And science curriculum of Korea was required specific extended concept statement like science curricula of USA or UK. Also, Korean science curriculum could benchmark Finnish science curriculum if we want to develop some integrated learning activities such as those in STS or STEAM program.

Experimental investigation on the behaviour of UHPC-steel composite slabs under hogging moment

  • Gao, Xiao-Long;Wang, Jun-Yan;Bian, Chen;Xiao, Ru-Cheng;Ma, Biao
    • Steel and Composite Structures
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    • v.42 no.6
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    • pp.765-777
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    • 2022
  • Ultra high performance concrete (UHPC) can be used in the UHPC-steel composite structures especially for bridge structures to achieve high stiffness and high fatigue resistance with low self-weight. The structural performances of UHPC-steel composite slabs subjected to hogging moment have a significant influence on the global stiffness and durability of UHPC-steel composite structures. In order to study the structural behaviors of non-steam-cured UHPC-steel composite slabs subjected to negative moment, five composite slabs combined the thin UHPC layers to steel plates via shear stud connecters with the diameter of 16mm were fabricated and tested under negative moment. The test program aimed to investigate the effect of stud spacing and longitudinal reinforcement ratios on the failure mode, load-deflection behaviors, cracking patterns, bond-slips, and carrying capacities of composite slabs subjected to negative moment. In addition, direct tensile tests for the dog-bone UHPC specimens with longitudinal reinforcement bars were carried out to study the effect of reinforcement bars on the tensile strength of UHPC in the thin structure members. Based on the experimental results, analytical models were also developed to predict the cracking load and ultimate load of UHPC-steel composite slabs subjected to negative moment.

A Case Study(II) on Development and Application of 'Literature-Art-Science' Integrated Education Programs ('문학-미술-과학' 융합교육 프로그램의 개발 및 적용 사례 연구(II))

  • Choi, Byung Kil
    • Korea Science and Art Forum
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    • v.32
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    • pp.319-334
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    • 2018
  • This research is a case study to make sure the enhancement of students' imagination and creativity through developing and applying the Literature-Art-Science Integrated Education Program. Its research object was totally 25 persons of 29 students of the 1st to the 4 th Grades from Gunsan Sulsan Elementary School. Its research period lasted for 4 months from September to December, 2017, and I, as the research place, used the art room at Gunsan Sulsan Elementary School. The programs were totally 10 sessions with a unit of 1 session per each grade for 2 hours from 1:00 to 3:00 in the afternoon from Monday through Friday. I fixed ten themes of this program-eight plane modeling, and two solid modeling, and finished the work of storytelling during summer vacation. And I arranged their levels as low:middle:high(3:5:2) ones. The former was 'A Film of Monster Gorilla'(L), 'Learning the Spirit of Gyeongju Choi's Family'(M), 'A Tale of My Friend Made of Natural Materials'(L), 'The Reading of My Dream'(M), 'Gathering the Objects in My Mobile'(M), 'A Mock Trial of Marrying Off'(M), 'Painting My Favorite Children's Poem'(H), and 'Painting My Favorite Children's Song'(H), and the latter was 'Seeking for a Bluebird in My Mind'(L), and 'Making My Cherished Object' (M). Then I used the unique art expression technique per each theme, which were in sequence marbling, Korean paper art, combine painting, collage, imaginary painting, imaginary painting, play dough art, imaginary painting techniques. And I delivered to the students the scientific knowledge in terms of growing or manufacturing processes of materials used for making artworks. Prior to and after the processing this program, I surveyed about the students' ability of integrated thinking and emotional experience by 'Figure B Type' and 'Figure A Type' of The Torrance Tests of Creative Thinking, and took statistics with the resultant data. And I executed a paired t-test in order to verify the significance of mean difference in the result of investigation with those data. From the analyzed result according to the elements of creativity and the mean quotients of creativity, there showed a significant difference (t=3.47, p<.01) in 'fluency', and also a significant difference(t=3.59, p<.01) in 'creativity.' Judging from the statistic values of two fields such as the student's ability of integrated thinking and emotional experience, I estimate that over the majority of the students showed the enhancement in self-confident creative expression as well as higher interest and concern through this program. The result that I arranged and analyzed the making process of artworks, the photos of the resultant, etc. as such is as follows : Firstly, from this program being proceeded as art-centered STEAM class, the student's systematic problem-solving ability was improved in his ability of integrated thinking to transform the literary contents into artistic one. Secondly, the student obtained the emotional experience such as interest in the class, self-confidence, intellectual satisfaction, self-fulfillment, etc. through art-centered STEAM class using ten art expression techniques. Thirdly, the student's mind willing to cooperate, communicate with his friends, and care for them was ripened in the process of problem-solving. Fourth, the student's self-confidence was further instilled when presenting famous artists and their artworks in the introduction and finale of ten art expression techniques. Likewise, the statistic values on the fields of student's ability of integrated thinking and emotional experience illustrate that over the majority of the students showed improvement in the ability of creative expression with confidence as well as higher interest and concern upon this program.

An Exploratory Study about the Activity Framework for 3D Printing in Education and Implementation (3D 프린팅 활용 교육 프레임워크 제안 및 적용의 탐색적 연구)

  • So, Hyo-Jeong;Lee, Ji-hyang;Kye, Bokyung
    • Journal of The Korean Association of Information Education
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    • v.21 no.4
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    • pp.451-462
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    • 2017
  • This study selected 3D printing that is highly likely to be adopted in schools. This research was conducted in two stages: 1) proposing the learning activity framework for utilizing 3D printing in education, and 2) exploring the potential of integrating 3D printing in the school field. The '3D printing learning activity framework' proposed in this study includes four phases that are categorized according to the complexity of problem-solving processes and collaborative interaction: Step 1 as production through replication, Phase 2 as means of imaginary expression, Phase 3 as near problem-solving, and Phase 4 as expanded problem-solving. Next, we conducted the field study with 23 students in the 6th grade math class where they learned the various solid shapes and volumes through 3D printing-integrated activities. The lesson was considered as Phase 1, which is the production through replication. Overall, the results showed that the participants had positive perceptions about the efficacy of 3D printing activities, the quality of learning experience, and satisfaction. On the other hand, it was found that the usability of 3D printers and CAD program needs further improvement The contribution of this study can be found in the learning activity framework that can guide 3D printing activity design in school, and in the exploration of enhancing the connection between 3D printing activities and curricular relevance beyond simple interest toward a novel technology.

Meta-Analysis of Cognitive and Affective Effects of Arduino-Based Educational Programs

  • Bong Seok Jang
    • Journal of information and communication convergence engineering
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    • v.22 no.2
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    • pp.153-158
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    • 2024
  • This study aims to summarize the effects of Arduino-based educational programs through a meta-analysis. Eleven eligible primary studies were obtained through a systematic literature review and coded accordingly. The results are as follows: The meta-analysis revealed that the overall effect size for all the studies was 0.518. Analysis of the moderator variables indicated statistically significant differences between them. Regarding the learning domains, the results were ranked in descending order of the cognitive and affective domains. Within the cognitive domain, the effect sizes were ranked in descending order as follows: logical thinking, content knowledge, convergence competency, self-efficacy, computational thinking, and creative problem-solving skills. In terms of subject areas, the descending order of effect sizes was agriculture, STEAM, environmental science, practical arts, artificial intelligence, informatics, and computers. Regarding school level, the results were ranked in the following descending order: college, elementary school, middle school, and high school.