• Title/Summary/Keyword: Theme-based Learning

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Analysis of Research Trends and Learners' Preference for Subject Area of SW Education Content (SW 교육 콘텐츠의 주제 영역에 대한 연구 동향과 학습자 선호 분석)

  • Jun, SooJin
    • The Journal of Korean Association of Computer Education
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    • v.20 no.1
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    • pp.39-47
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    • 2017
  • The purpose of this study is to analyze research trends and the learners' preference for subject area of SW education content. First, we analyzed trends in the subject areas of various SW education contents in recent research literature, textbooks, and textbooks. Based on this, we defined six subject areas as storytelling, game, media art, educational learning contents, simulation. Also, we analyzed the case of college students based on the reason of SW implementation theme selection, selection method, and preference theme. As a result, the students were mainly influenced by their interests and teachers in the reason of topic selection, and they showed higher preference in game and storytelling subject area. We hope that this research will be reflected in balanced SW education contents design according to learner level in the future.

Understanding Purposes and Functions of Students' Drawing while on Geological Field Trips and during Modeling-Based Learning Cycle (야외지질답사 및 모델링 기반 순환 학습에서 학생들이 그린 그림의 목적과 기능에 대한 이해)

  • Choi, Yoon-Sung
    • Journal of the Korean earth science society
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    • v.42 no.1
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    • pp.88-101
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    • 2021
  • The purpose of this study was to qualitatively examine the meaning of students' drawings in outdoor classes and modeling-based learning cycles. Ten students were observed in a gifted education center in Seoul. Under the theme of the Hantan River, three outdoor classes and three modeling activities were conducted. Data were collected to document all student activities during field trips and classroom modeling activities using simultaneous video and audio recording and observation notes made by the researcher and students. Please note it is unclear what this citation refers to. If it is the previous sentence it should be placed within that sentence's punctuation. Hatisaru (2020) Ddrawing typess were classified by modifying the representations in a learning context in geological field trips. We used deductive content analysis to describe the drawing characteristics, including students writing. The results suggest that students have symbolic images that consist of geologic concepts, visual images that describe topographical features, and affective images that express students' emotion domains. The characteristics were classified into explanation, generality, elaboration, evidence, coherence, and state-of-mind. The characteristics and drawing types are consecutive in the modeling-based learning cycle and reflect the students' positive attitude and cognitive scientific domain. Drawing is a useful tool for reflecting students' thoughts and opinions in both outdoor class and classroom modeling activities. This study provides implications for emphasizing the importance of drawing activities.

An Initial Practice Experience of EMT Students in Fire Station (응급구조과학생의 첫 소방 실습 경험)

  • Baek, Mi-Lye
    • The Korean Journal of Emergency Medical Services
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    • v.8 no.1
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    • pp.19-32
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    • 2004
  • This study was conducted to identify an initial fire station experience of EMT students, so to better understand their' practice experience in fire station. The subjects were 28 EMT students of C department of Emergency Medical technology in C city, who were demonstrating at the fire station in C city. This study was approached by phenomenological method, collected data were analyzed by Colaizzi's method, the results were as a follows. From the protocol, 201 significant statements were organized into 93 formulated meanings. From the formulated meanings, 30 themes were identified, organized into 16 theme clusters, and then 7 categories. EMT students got experienced 'tension' in resulting from new training situation and at the field practice, 'comport and gratitude', in feeling of identity and a bond sympathy with senior EMT, in training environment and heartfelt care, 'stress' from lack of knowledge and skill, difficulties in field practice for 24 hours, in dealing with making interpersonal relationship with patient and staffs and from the insufficiency of instruction, 'confidence feeling' from the participation of field treatment, in improving of learning, in self-esteem of EMT job, 'confusing feeling' of conflict of the path in work, 'disappointment and doubt' by the discrepancy between learning and actuality, and disappointment of actuality, 'feeling of lack' based on the passive attitude. The results of this study are to use as basic data for students attending fire station experience for the first time.

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A Case Study on Development of Fine Dust STEAM Program for Enhancing Engineering Creative Problem Solving Ability of Chinese Elementary School Students (중국 초등학생의 공학 창의적 문제해결력 향상을 위한 미세먼지 STEAM 프로그램 개발 사례 연구)

  • Quan, Hai Yan;Byun, Moon Kyoung
    • Journal of Engineering Education Research
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    • v.23 no.2
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    • pp.14-23
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    • 2020
  • Based on the constructivist learning environments model and the learner-centered psychological principles, STEAM education program with the theme of eliminating smog was developed. Through the program, senior elementary school students will learn and apply the convergence knowledge of science, technology, engineering, arts and mathematics such as the human body's respiratory system (S), immune system (S), big data (M, T), computer programming(M), and aduino sensor utilization (E) directly to solve the problem. After expert validity testing, we found that developed program meet the standards of STEAM education program development and can develop creative thinking skills to find and solve problems in students' daily lives. In addition, this study is meaningful in providing a reference example for the development of STEAM education programs that enhance convergence knowledge in the future.

Examining the Effects of Vocabulary on Crowdfunding Success: A Comparison of Cultural and Commercial Campaigns

  • Xiang Gao;Weige Huang;Bin, Li;Sunghan Ryu
    • Asia pacific journal of information systems
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    • v.32 no.2
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    • pp.275-306
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    • 2022
  • Crowdfunding has emerged as an important financing source for diverse cultural projects and commercial ventures in the early stages. Unlike traditional investment evaluation, where structured financial data is critical, such information is typically unavailable for crowdfunding campaigns. Instead, campaign creators prepare pitches containing essential information about themselves and the campaigns, which are crucial in attracting and persuading contributors. Prior literature has examined the effects of different aspects in campaign pitches, but a comprehensive understanding of the theme is lacking. This study aims to fill this gap by identifying the lexicon of frequently used vocabulary in campaign pitches and examining how they are associated with crowdfunding success. Moreover, we examine how the association differs between culture and commercial crowdfunding campaigns. We randomly collected 50,000 campaigns from the cultural and commercial categories on Kickstarter and extracted the 100 most used verbs in the campaign pitches. Based on a machine learning approach combined with principal component analysis, we constructed sets of verbal factors statistically significant in predicting crowdfunding success. The findings also show that cultural and commercial campaigns consist of different verbal components with different effects on crowdfunding success.

The Influence of Learning App Inventor Programming of LT Collaborative Learning based on Children's Motivation (LT 협동학습 기반의 앱 인벤터 프로그래밍 교육이 초등학생들의 학습 동기에 미치는 영향)

  • Jeon, SeongKyun;Lee, YoungJun
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.1-9
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    • 2015
  • Excessive cognitive burdens caused by learning grammar should be reduced to cultivate high-level thinking skills in students through programing education. To this end, various educational programing languages have been developed. In recent years, block-based App Inventor that can used in real life have been introduced. This study intends to suggest an educational environment in which programing can be utilized as a leading problem solving tool by designing and producing an app that can be easily used by students in their real life. In particular, given the developmental phase of elementary school students, specific operational activities are important. For this reason, an App Inventor that can be proposed to enable dynamic interactions with the real world based on various smartphone sensors during the process of programing has significance as an educational programing language for elementary school students. In this regard, this study designed App Inventor programing education for elementary school students, which can be used in their daily life. The results of applying the education in fifth graders showed its positive effects on learning programing. LT collaborative learning where the students cooperated with each other, the theme of learning, which enables the utilization of various smartphone sensors in real life, and the app inventor may have generated and sustained the students' interest and attention.

Development of Practical Dietary Education Textbook and Teaching Manual in Elementary School Students (초등학교 저학년을 위한 실천중심의 식생활 교재 및 교사용 지침서 개발)

  • Her, Eun-Sil
    • Korean Journal of Community Nutrition
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    • v.15 no.5
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    • pp.636-647
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    • 2010
  • This study was conducted for researching demand on dietary education of low-level elementary school students and to develop an activity based textbook and a teaching manual on the subject. For necessity of dietary education, 88.8% of subjects answered dietary education is needed. The desirable frequency of the education was once a week (65.7%). The most appropriate time for the education was "school lunch" (37.5%), "special activity" (29.9%), "regular class" (12.4%) and "after school activity" (12.1%). The most preferred educational method was "experiment and practice" (40.1%). The desirable educational materials were "computer materials" (20.7%), "actual objects" (20.1%), "videotapes" (16.5%), "photographs-pictures" (12.2%) and "fairy tales-cartoons" (12.2%). The students wanted dietary information as "cooking" (26.1%), "growth and nutrition" (23.7%) and "right food information" (20.1%). The textbook was composed of five major chapters, which were "Traditional Dietary Culture", "Food", "Dietary Habit", "Hygiene and Environment" and "Cooking". Each major chapter had five to six smaller chapters, adding up to total of 32 chapters. The textbook had fun characters, illustrations, photographs and cartoons to deliver the main theme of each chapter. The textbook was in activity format so that it coul be readily and directly used in actual classes. The teaching manual was composed of background, goals, teaching plans and teaching points. The smaller chapters had learning goals, teaching-learning resources, important points, teaching-learning processes and reference materials. Videos were produced to help cook five snacks in the cooking chapter. Also, "Healthy Song" was created to be used in classrooms. This textbook will be helpful in children's right dietary habits and growth.

Development of Elementary Machine Learning Education Program to Solve Daily Life Problems Using Sound Data (소리 데이터를 기반으로 일상생활 문제를 해결하는 초등 머신러닝 교육 프로그램 개발)

  • Moon, Woojong;Ko, Seunghwan;Lee, Junho;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.25 no.5
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    • pp.705-712
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    • 2021
  • This study aims to develop artificial intelligence education programs that can be easily applied in elementary schools according to the trend of the times called artificial intelligence. The training program designed the purpose and direction based on the analysis results of the needs of 70 elementary school teachers according to the steps of the ADDIE model. According to the survey, elementary school students developed a machine learning education program to set sound data as the theme of the most accessible in their daily lives and to learn the principles of artificial intelligence in solving problems using sound data in real life. These days, when the need for artificial intelligence education emerges, elementary machine learning education programs that solve daily life problems based on sound data developed in this study will lay the foundation for elementary artificial intelligence education.

A Study on the Knowledge Based System for Traditional Food Industry in Korea - A Case Study on Yeonggwang Mosisongpyun Industry - (전통식품산업 지식기반체계 구축에 관한 연구 - 영광 모싯잎 송편산업을 중심으로 -)

  • Cho, Eun-Jung;Choi, Soo-Myoung;Kim, Han-Eol
    • Journal of Korean Society of Rural Planning
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    • v.17 no.1
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    • pp.89-98
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    • 2011
  • Recently, the food industry has evolved into a new and innovative trend according to its globalization and change of food consumption patterns. However, it is hard for the traditional food industry in Korea to meet the changing consumers' needs because of its poorer quality control and lower industrialization technology than other advanced industries. Also the knowledges acquired through a lot of time and efforts would be lost after the human resources with tacit knowledges leave by their too much aging. Especially, the 21st century would be called as knowledge based society which means that knowledge be the important contributing factor in the economic growth. In this regard, this study aimed at proposing the knowledge based system for systematically managing or preserving knowledges of Mosisongpyun industry in Yeonggwang County to seek for the sustainable development of the traditional food industry in Korea. The knowledge based system of Mosisongpyun industry in Yeonggwang County is finally proposed as follows; First, hardware is composed with the necessary unit facilities such as interpretive center, learning and experience room, library, etc. And the integrating facilities such as Mosisongpyun theme park, traditional village, and knowledge industrialization support center are proposed. Second, software is composed with the necessary unit softwares such as the preservation manual of traditional knowledge and skill, web-site administrator, development of graded textbooks, development database software, etc. And the integrating softwares such as development of innovation and management ability in Mosisongpyun industry are proposed. Third, humanware is composed with the necessary unit programs such as exhibition, own training program, incubator support system, etc. And the integrating programs such as the farm association corporation, the testing and research institute, the institution of learning and training are proposed.

Development and Implementation Effect of Middle School Home Economics Convergence Education Program Applying Problem-Based Learning Method: Focused on Sustainable Food and Nutrition (문제중심학습법을 적용한 중학교 가정과 융합교육프로그램 개발과 실행 효과: 지속가능한 식생활을 중심으로)

  • Yun, Ho Jeong;Heo, Young Sun;Chae, Jung Hyun
    • Journal of Korean Home Economics Education Association
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    • v.32 no.4
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    • pp.103-124
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    • 2020
  • The purpose of this study was to develop and implement a home economics convergence education program applying problem-based learning method focusing on the middle school food and nutrition life unit, and verify the effect of this class on the problem-solving ability of students. For this, the study set up the theme of 'sustainable life' by examining the relationship with other subjects, and set the key question as 'what is the relationship with the environment of food resources, the influence of individual level, and the solution method?' was postulated. And developed the problem and the total of 8 classes. As a result of conducting the convergence education program with home economics applying problem-based learning method, the pre-test and post-test scores were 3,54 and 3.96, respectively, which showed a significant increase in problem-solving ability (p<.001). There were significant differences in the dimensions of problem-solving ability, except for problem clarification. Therefore, it was confirmed that the home economics and convergence education program applying problem-based learning method is an effective class for improving students' problem-solving ability.