This study is a study on the coding mathematics curriculum that converges elementary and middle school mathematics and information subjects and a minimum coding game-based education method for this. For the past 3 years, the coding mathematics curriculum and educational methods to effectively operate the curriculum were studied by applying them to 6th graders of elementary school and 1st graders of middle school. As a result of the first year of research, the coding mathematics curriculum was modified to a coding environment including the mathematical concept of a three-dimensional coordinate space, and the three-dimensional object was improved to be output as a real 3D print. As a result of the 2nd year study, it was improved so that even low-level students can build buildings by introducing different level commands for each component of the building so that self-directed learning is possible. As a result of the 3rd year study, a teaching-learning strategy based on a minimal coding game was designed to induce an increase in the level of computational thinking, and evaluation and feedback for diagnosing computational thinking were developed. Educational methods to promote self-directed learning and computing thinking ability, and researched coding mathematics curriculum are meaningful for the research and practice of the convergence education of school mathematics and informatics.
This study is a study that collects and analyzes data through An autoethnographyon as one of method of qualitative research, through which researcher have experienced firsthand in the process of developmenting and counseling there a new concept professional mental health mobile service platform as a mental health social welfare expert. The results of this study are as follows.First, there are people in Korea who are directly exposed to mental health issues and need to receive professional medical services, but there are also quite a few members of the public who have a desire for general mental health services, although the level of therapeutic intervention is not required. Second, considering the characteristics of modern society and especially in the pandemic situation of infectious diseases such as COVID-19, more and more people are preferring various mental health service platforms using mobile devices. Third, all generations complain of mental health issues such as family problems, stress, interpersonal relationships, and occupations, and other mental health problems such as self-harm and suicide accidents are frequently mentioned in connection with mental disorders such as depression, anxiety disorder, addiction, and post-traumatic stress disorder. Fourth, youngth s were exposed to various mental health-related issues, and above all, they were complaining of serious mental health problems such as self-harm and suicide accidents. Fifth, in delivering professional mental health services, mental health experts with the ability also to provide professional services online through mobile devices are needed as well offline. Finally, based on the results of this study, policy and practical suggestions related to the provision of mental health services in the future, and directions for follow-up studies were suggested.
Journal of the Korean Society of Earth Science Education
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v.14
no.1
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pp.33-47
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2021
This study developed a big data-based STEAM (Science, Technology, Engineering, Art & Mathematics) program using WWT (World Wide Telescope), focusing on content elements of 'solar system', 'star and universe' in the 2015 revised science curriculum, and in order to find out the effectiveness of the STEAM program, analyzed creative problem solving, STEAM attitude, and STEAM satisfaction by applying it to one middle school 176 students simple random sampled. The results of this study are as follows. First, we developed a program to encourage students to actively and voluntarily participating, utilizing the astronomical data platform WWT. Second, in the paired t-test based on the difference between the pre- and post-scores of the creative problem solving measurement test, significant statistical test results were shown in 'idea adaptation', 'imaging', 'analogy', 'idea production' and 'elaboration' sub-factors except 'attention task' sub-factor (p < .05). Third, in the paired t-test based on the difference between the pre- and post-scores of the STEAM attitude test, significant statistical test results were shown in 'interest', 'communication', 'self-concept', 'self-efficacy' and 'science and engineering career choice' sub-factors except 'consideration' and 'usefulness / value recognition' sub-factors (p < .05). Fourth, in the STEAM satisfaction test conducted after class application, the average values of sub-factors were 3.16~3.90. The results indicated that students' understanding and interest in the science subject improved significantly through the big data-based STEAM program using the WWT.
Journal of The Korean Association For Science Education
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v.42
no.3
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pp.357-370
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2022
In this paper, we developed an augmented reality learning tool suitable for chemical bond learning and proposed a process-oriented guided inquiry learning using mobile augmented reality (POGIL-MAR) to find out how it affects science achievement, science learning motivation and learning flow. Participants were 139 10th-grade students from a coeducational high school in Gyeonggi-do, and they were randomly assigned to the control group (TL), the treatment group 1 (POGIL), and the treatment group 2 (POGIL-MAR). They learned the concept of the chemical bond from the Integrated Science subject for four class periods. Results of two-way ANCOVA revealed that the POGIL-MAR group scored significantly higher than the other groups in a science achievement test, science learning motivation test, and learning flow test, regardless of their prior science achievement. In addition, in the case of the low-level group, the POGIL-MAR group showed a statistically significant improvement in achievement compared to the TL and POGIL groups. The MANCOVA analysis for sub-factors of science learning motivation show that the POGIL-MAR group had significantly higher scores in intrinsic motivation, career motivation, self-determination, self-efficacy, and grade motivation. In particular, the interaction effect between the teaching and learning method and the level of prior achievement was significant in the intrinsic motivation. Meanwhile, the MANCOVA analysis for sub-factors of learning flow show that the POGIL-MAR group had significantly higher scores in clear goals, unambiguous feedback, action-awareness merging, sense of control, and autotelic experience. Based on the results, educational implications for effective teaching and learning strategy using mobile augmented reality are discussed.
Journal of The Korean Association of Information Education
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v.26
no.3
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pp.187-195
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2022
Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.
The purpose of this study is to deeply explore the communication process with team members perceived by team leader. To this end, in-depth interviews were conducted with 10 team leaders, and analyzed according to the grounded theory research method procedure suggested by Strauss and Corbin. As a results, a total of 51 concepts, 17 subcategories, and 8 categories were derived. As a causal condition, the concept of 'contemplating and reinterpreting communication necessary for the organization' was derived, and the central phenomenon was 'intentional effort made in parallel with work and private conversations'. The contextual condition was 'recognizing the need to cope with environmental changes', and the mediating condition was 'self-reflection and self-coaching time' was derived. The action/interaction strategy was conceptualized as a communication process with task-oriented coping, conflict resolution coping, and relationship promotion coping, and was confirmed as 'recognizing virtuous cycle communication within the organization' as a result of interaction with the central phenomenon. As a result of analysis of the team leader's communication process, the effort stage, approach stage, coping stage, and cycle stage were shown. As a result of the type analysis, task-oriented coping was a facilitator, conflict resolution coping was a supporter, and relationship promotion coping was a considerate. This study is an empirical study on how the corporate team leader perceives and expresses communication in the relationship with the team members.
This article examines the role and influence of educational achievement on Korean society and its future. Four major factors that associated with and influence educational achievement in Korea (i.e., trust, efficacy beliefs, quality of life, and societal transformation) are reviewed. First, the role of educational achievement on establishing a basis for trust in Korean society is examined. By reviewing studies of perception of Korean society, people and institutions, the importance of establishing trust in Korean society is outlined. Second, the role of efficacy belief in promoting educational achievement is examined. The importance of collective efficacy, at the adolescent, adult and political levels is emphasized. In addition, the concept and application of self-efficacy for teachers and parents is reviewed. Third, the role and influence of educational achievement on quality of life is outlined. Studies indicate that educational achievement plays an important role in improving the quality of life. The pressure to achieve, however, can have negative impact on stress and mental health and support systems need to be developed to alleviate their impact. Fourth, the future and prospects for Korean society through educational achievement is discussed. Through education, the importance of bridging the divide with North Korea is an important agenda for the future of Korean society. Finally, the importance of indigenous psychological perspective in understanding Korean society and providing direction for the future is discussed.
Journal of The Korean Association For Science Education
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v.27
no.3
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pp.272-284
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2007
The purpose of this study was to describe the scales of attitudes toward science and the validation of instruments for students and their parents. These instruments include three scales: cognition about value of science, affection toward science & science learning, and conative participation in scientific activities. A sample of middle school students (N=198) and their parents (N=153) was selected. Data analysis indicated that the instruments developed in this study had proper validity and reliability measures (${\alpha}=0.93$ for student questionnaire, ${\alpha}=0.88$ for parent questionnaire). The results reveal that both students and parents were well aware of the academic/vocational and social value of science, but they had low awareness of the individual value. In spite of that, students have positive feelings regarding enjoyment toward science and science learning, their self-concept and self-efficacy were low. And parents' responses were observed to support their kids in general field but not in science. Especially, female students had low participation in scientific activities and also their parents had low support for scientific activities (p<.0.1). Finally, there were positive correlations between students' attitudes toward science and their parents' affection toward science & science learning and conative participation in science activities.
Modern medical science tends to categorize addiction as a kind of disease, but a Taoist world-view would not consider addiction to be a disease. Taoists do not have a concept of addiction as an eternal substance. Within the Taoist world-view, human beings are meant to live in harmony with the transformative cycles of nature. Human beings achieve self-realization through balancing themselves with nature. This is what is meant by Self-Realization in Harmony with Nature. There is no disease known as addiction when one's life is in harmony with nature. There are two main principles in the Taoist medical worldview. First, is the theory of correspondences. This theory of correspondences is the foundational to Taoism's value-neutral world-view wherein humans are seen as working together with Heaven and Earth in correlative relationships to create harmonious societies. Second, is the principle of harmony and balance in the Universe. One creature can be in harmony with other creatures and learn to appreciate the interconnectedness of all living beings. Survival of the forest is vital to the survival of natural harmony, balance, morality, and environment. The vitality of the human body depends on the movement of Qi energy. According to the principles of Korean traditional medicine, all human problems stem from the mind. There is no madness, no illness, no tempting fate, and even no death outside of what stems from the mind. Within the human body, there are two principles behind energy systems: harmony and balance. When human beings achieve the state of homeostasis, they obtain Qi flows which are associated with the various organs. In doing so, they can always maintain a healthy state of life in accordance with the cosmic rhythm. Taoist philosophy contains advice that prevents addiction. Empty your mind of all thought. Let your heart be peaceful. Finally, all worries are washed away by the cosmic wave.
Kim, Hyunguk;Shin, Chaeyeon;Park, Jiwon;Song, Jinwoong
Journal of Korean Elementary Science Education
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v.43
no.2
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pp.337-352
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2024
This study develops an informal science education program based on a creative design for the promotion of participation and action and explores the validity and effectiveness of the program. The program consists of three mini-projects, namely, The Martian: Surviving from the Mars, So Good to Have Seonjeongneung, and Designing a Sunshine Restaurant, with distinct topics focusing on the localization and contextualization of the region in which the program was implemented to encourage students' participation and action. The researchers selected three topics for each mini-project through discussions and revisions. The program is designed for 42 lessons across the three mini-projects and offers a presentation session in which students present their learnings from the program, constructed to facilitate personal contextualization. Participants included 15 elementary school students from Grades 5 and 6 who took surveys before and after the program. The pre-post surveys comprised two dimensions, 'Participation and Action' and 'Positive Experience about Science,' to examine the effectiveness of the program. At the end of the survey, we added a self-descriptive question that allows students to freely write down their feelings and thoughts. We checked the students' thoughts. The effectiveness of the program was illustrated by the largest increase in the "safe society" category, whereas there was little increase in other categories under the 'participation and Action' dimension in the Korean Science Education Standards. 'Science-related Self-concept' exhibited the largest increase, whereas the other categories displayed little increase from the 'Positive Experience about Science' dimension category.
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