This is a study on an instruction of estimation for error correction in the calculation with a computer or a calculator. The aim of this study is to survey a new aspect of calaulation teaching and the teaching strategy of estimation and finally to frame a new curriculum model of estimation instruction. This research required a year and the outcomes of the research can be listed as follows: 1. Social utilities of estimation were made clear, and a new trend of calculation teaching related to estimation instruction was shown. 2. The definition of estimation was given and actual examples of conducting an estimation among pupils in lower grades were given for them to have abundant experiences. 3. The ways of finding estimating values in fraction and decimal fraction were presented for the pupils to be able to conduct an estimation. 4. The following contents were given as a basic strategy for estimation. 1) Front-end strategy 2) Clustering strategy 3) Rounding strategy 4) Compatible numbers strategy 5) Special numbers strategy 5. In an instuction of estimation the meaning, method. and process of calculation and calculating algorithm were reviewed for the cultivation of children's creativity through promoting their basic skill, mathematical thinking and problem-solving ability. 6. The following contents were also covered as an estimation strategy for measurement 1) Calculating the sense of quantity on the size of unit. 2) Estimating the total quantity by frequent repetition of unit quantity. 3) Estimating the length and the volume by weighing. 4) Estimating unknown quantity based on the quatity already known. 5) Estimating the area by means of equivalent area transformation. 7. The ways of instructing mental computation were presented. 8. Reviews were made on the curricular and the textbook contents concerning estimation instructions both in Korea and Japan. and a new model of curriculum was devised with reference to estimation instruction data of the United States.
The importance of classes aiming at enhancing students ability in problem solving and decision making has been being recognized as chances of individual citizen for taking part in social decision making processes. This study was intended to find whether teachers' opinion presentation have effects on students' decision making in a class introducing environmental issues. Total of 6 classes, 202 middle school students have participated in a series of experiments including 4 different environmental issues. Only two issues had been addresses in classes as experimental issues and other two issues not addressed as control issues. For each of the two experimental issues, the teacher researcher applied three different approaches to his students that included positive, negative, or no opinion. The results of this study can be summarized as follows; First, the results showed that students changed their decisions on environmental issues more frequently when dealing with those issues in a class than when not dealing with them. Second, as examining the relationship between patterns in which students make decisions and whether a teacher proposed his opinions or not, it is shown that the rates of students whose opinions is not changed nearly have no difference, while when teachers propose their opinions, it is shown that students who haven't yet chosen their positions easily make their decisions into pros or cons, compared with the opposite case. Third, the results of this study partly supported the third hypothesis that teachers opinion presentation would effect on decision-making of students. It was found that there has been a significant effect in the case of car free day system issue, but no statistically meaningful result in the case of no pets in the national park issue. However, in the issue of car free day system, it seems pretty clear that the students followed the direction of teachers' opinion no matter what it was pros or cons.
The Journal of the Convergence on Culture Technology
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v.6
no.1
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pp.279-288
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2020
In this paper, we try to criticize a bias that liberal arts are not practical. First, I introduce holistic models of knowledge and constructivism in education. Second, I suggest 'linguistic turn' as another noticeable phenomenon. Language is an element of culture, but a priviledged one because culture, in itself, is linguistic. So culture is a sort of a text. We can see that liberal arts or humanities to deal with texts, contexts and languages can have an important role to read, understand and construct a world. So the rediscovery of the traditional model of the education of liberal arts like processes of graduating studies of liberal arts or humanities, is relevant to a new 'practical' model of reading and leading recent social transformations. An important point is academic contribution. And current situation called 'Knowledge-Based Society' also supports my point in another way. The situation of rapidly changing knowledge requires an education of problem-solving ability by unifying and reconstructing knowledge supporting with constructivism in education rather than the cramming system of education.
Kim, Sung-Geun;Ham, Kyong-Ae;Choi, Hee-Suk;Cheon, Seong-Moon
Journal of vocational education research
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v.30
no.4
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pp.143-159
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2011
The purpose of this study is to develop and validate Inventory of Peer Relation for middle and high school students. First of all, in Study 1, 113 preliminary test questions were developed after reviewing of precedent studies in order to develop the Inventory of Peer Relation for Middle and High School Students. In Study 2, for the factor analysis, the survey was conducted for 600 students in three middle schools and three high schools in Busan to develop a final test, and finally 42 questions of them were selected. In Study 3, correlation analysis with another two inventories of peer relation was conducted to validate the developed Inventory of Peer Relation. The Inventory of Peer Relation developed through this study can be said reliable and valid. We made some suggestions for future studies.
This study aims to investigate the aspects of revision in the external and internal structure of curriculum and documentation in Korea and Japan and to propose the direction and task to enhance the current framework of the national curriculum. Japan has been selected for comparison in that it explicitly prepared social changes such as the dramatic evolution of artificial intelligence and population aging in its new curriculum. Therefore, various aspects of revision were analyzed the 2009 & 2015 revised mathematics curriculum of Korea and the 2008 & 2017 mathematics curriculum of Japan respectively in the elementary, middle, and high school grade bands. Then, the differences between the two countries were identified through comparison. First, the structure of the mathematics curriculum in Japan was connected with the general guidelines more tightly than Korea, and the external structure of the mathematics curriculum stayed consistently after the revision. Second, contrary to Korea, which pursued the appropriateness and reduction of mathematical content, Japanese mathematics curriculum has been pursuing detailed contents both quantitatively and qualitatively. Lastly, Japan emphasized statistical problem-solving ability. Based on this, we suggested considering of consistency in the structure curriculum documentation, detailing contents of the curriculum, and strengthening of statistical education.
Numerous studies have been made on the negative effects of online games, as the negatives effects of the usage of online games have been recognized as social issues. However, this is a study on the positive functions of online gaming; more specifically, on how the guild activities on online games affect the user's leadership. This study has conducted in-depth interviews with online games, and drew the result using Giorgi's phenomenological analysis as for the methodology. 3 people participated in the research - a high school student, a university student, and an adult office worker - all of whom with experiences of guild leading on online games. To achieve the goal of this study, this study based the subjects' experience to analyze how online game guild activities have affected leadership on the subjects' real lives. As a result, timidity turned into initiation; not only leadership, but also decision making ability and coworking ability, as well as problem solving ability have shown improvement. Through this study, one can see that among the elements of online game, experience in guild activities is providing opportunities for enhancing leadership and possibilities for improving various other abilities. I hope more researchers continue studying interesting and diverse powers of online games based on this study.
Journal of The Korean Association of Information Education
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v.26
no.2
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pp.105-120
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2022
In addition to the rapid changes in the times caused by the pandemic, the revision of the new curriculum coincides with the change in the proportion of the three elements of learners, society, and subjects that make up the curriculum. In particular, along with the proportion of 'social' in the curriculum, the scope of the word 'educational community' has increased, and the allowable range of curriculum restructuring centered on it has expanded. In order for the intended direction of education to be properly established in the new curriculum, various educational method studies are needed to cultivate newly emerged competencies and literacy. In this study, after selecting the contents and goals of the convergence curriculum based on various criteria for subject selection, the data science program was designed by reconstructing Living Lab's PDIE methodology. As an evaluation factor for this, we tried to analyze the effectiveness of 'creativity', 'problem-solving ability', 'communication ability', 'collaboration ability' among future competencies emphasized in the curriculum. As a result of the study, it was effective in improving creative and communication skills, and this study focuses on verifying the effectiveness of School Living Lab, suggesting the necessity of post-research that expands the application space of research and diversifies the role of educational community subjects.
The Fourth Industrial Revolution foreshadows radical changes in our lives. In the era of the fourth industrial revolution called the digital revolution, individualized learning based on ubiquitous learning is emphasized. The contents of learning will be centered on procedural knowledge rather than narrative knowledge, and fusion education in which boundaries between learning domains are broken down will be achieved. First of all, learners in the fourth industrial revolution era should have critical thinking and problem solving abilities. Metacognition based on self-control and cognitive flexibility is important for effective self-directed and active learning. Creativity-based collaborative activities, social vision skills, and social and emotional skills are also important competencies. Therefore, in order to provide individualized learning contents to learners in the fourth industrial revolution era, they should be transformed into learning paradigm based on personal characteristics such as learners' self-efficacy, interest, curiosity and creativity. In addition to this, evaluation forms should be diversified according to changing teaching and learning methods. In order to cultivate teachers to lead such educational innovation, it is necessary to reconsider the teaching capacity. Teachers should be able to construct creative lessons by skillfully exploiting technology in future learning environments. In addition to this, it should also have the ability to collaborate and cognitive flexibility to converge with other academic disciplines. Along with these discussions, we proposed the need for policy intervention along with changes in education.
Journal of The Korean Association of Information Education
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v.25
no.3
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pp.437-448
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2021
As the core technology of the Fourth Industrial Revolution, AI is applied to various fields of society(e.g. politics, culture, industry, economy, etc.) and causes revolutionary changes. Students who will lead the age of AI need the ability to recognize social changes due to AI, acquire AI related knowledge and utilize AI in various situations. However, it is difficult for elementary school students to understand the concept and principles of AI. Therefore, this study developed an AI education program by selecting educational contents and methods appropriate to the level of elementary school students, and investigated the educational effects of the program by applying it to an actual educational setting. The content selected in this study is 'Social Awareness on AI', 'Understanding AI' and 'Utilizing AI', and eight content elements were selected. To help students learn AI easily and pleasantly at their level, activity-centered education, convergence of subjects and project-based learning were selected as instructional methods, and 20 sessions of education program were developed and implemented. In addition, the effects of the program were analyzed concerning 'perception on AI', 'convergent thinking', 'creative problem-solving' and 'collaboration capability', and positive changes were verified for all four aspects.
Cultural heritage teaching and learning, which uses cultural heritage as educational content, has not been sufficiently analyzed and studied based on clear educational theories so far. Among educational theories, constructivism is a theory in which learning is a process of constructing learning contents determined by learners' individual experiences and interests, and the result is evaluated as a confirmation of whether or not they have the ability to carry out the process. Cultural heritage is a lively and interesting social and cultural product, and it is an educational content that has sufficient educational function and meaning for a textbook. It is considered to be a very meaningful study to apply the constructivist educational theory to the educational contents of cultural heritage with these characteristics. Based on this awareness of the problem, this study examined the characteristics and principles of constructivist teaching and learning, the characteristics of cultural heritage, and the principles of constructivist teaching and learning on a theoretical basis. In addition, from the perspective of constructivism, the current cultural heritage teaching and learning was analyzed and problems were derived. Based on this, the direction of cultural heritage teaching and learning is that the cultural heritage teaching and learning process should be learner-centered, the teaching and learning principle should be cognitive conflict, the teaching and learning content should be in the form of task solving, and teaching and learning activities should be cooperative. presented. In addition, an example of a program was presented to specifically show the actual state of teaching and learning of cultural assets from the perspective of constructivism. Cultural heritage teaching and learning research from the perspective of constructivism will be an opportunity to discover new meanings of cultural heritage that we have not yet found, and it will also serve as an opportunity to present and establish the direction of cultural heritage teaching and learning, which has been barren until now.
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