• Title/Summary/Keyword: Thinking Science Program

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Development of Instructional Materials for 3D Printing Education Program and Its Application (3D 프린팅 교육 프로그램을 위한 수업자료 개발과 적용)

  • Lee, Younggun;Lee, Sanghyun;Yoo, Seunghoon;Kim, Sitae
    • Journal of Engineering Education Research
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    • v.24 no.3
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    • pp.42-49
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    • 2021
  • This paper deals with the development and application of a 3D printing education program implemented to cultivate creative fusion-type talents required by the 4th Industrial Revolution. Specifically, the entire process developed by applying the ADDIE program development model, from 3D modeling to post-processing of printed materials, was performed individually and for each team for about 200 second-year college students for two weeks. Through this program, students develop the basic ability to apply 3D printing to the learning curriculum, the ability to solve problems through cooperative interactions between team members, and convergence thinking ability by collaborating within the team by students from various major fields. They are proved by analyzing an education satisfaction survey conducted after application of the program. In conclusion, the program of this paper presents a methodology for effective 3D printing education in universities.

The Development of Teaching and Learning Strategy for Improving Science Process Skills with Science Writing (과학 탐구 능력 신장을 위한 과학 글쓰기 교수.학습 전략 개발)

  • Bae, Hee-Sook;Jhun, Young-Seok;Hong, Jun-Euy
    • Journal of Korean Elementary Science Education
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    • v.28 no.2
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    • pp.178-186
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    • 2009
  • The science writing is recognized for useful learning method to boost up scientific thinking for all class course as well as traditional lecture and experiment. Many researches say that science writing is helpful to extend students' science knowledge and scientific attitude. By the way, the researchers thought that science writing can also improve the science process skill if students participate in delicately organized learning program. In this study, we had contrived the teaching & learning strategy of science writing to improve science process skills. The learning program covers all field of Klopfer's process skills with various forms of writing; explaining writing, logical writing, critical writing, and creative writing. The learning program has been developed for 5th grade students in the regular classes in order to enhance science process skills as well as knowledge and scientific attitude. Not to miss any process skill or various kinds of writing, we used 3 dimensional frame. The axes of the frames are science process skills, forms of writing, and science curriculum contents. The students are given the final writing theme at the beginning of each chapter. They drill science process skills step by step during the classes, and have a chance to talk each other before the final writing. They practice writing skills from one sentence to full article by degrees. The effect of the program was examined by students' work and TSPS (Test of Science Process Skill). The result showed that 5th grade students had a meaningful progress in science process skills as well as knowledge and scientific attitude. we could confirm it with examining students' work in the class.

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Block-type Program for Drone Operation for Software Training (소프트웨어 교육을 위한 드론조작용 블록형 프로그램)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.4
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    • pp.875-880
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    • 2018
  • After the Fourth Industrial Revolution, there has been a software revolution around the world in which software is combined with industry and society to create new value. In order to prepare this, developed countries provide software education that includes basic principles of computer science and coding instead of computer application education. This paper proposes a block program using a drone. Throughout this research, various education for creativity thinking and problem solving ability is possible in connection with the creativity and convergence education.

Problems of Teaching Pupils of Non-Specialized Classes to Program and Ways to Overcome Them: Local Study

  • Rudenko, Yuliya;Drushlyak, Marina;Osmuk, Nataliia;Shvets, Olha
    • International Journal of Computer Science & Network Security
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    • v.22 no.1
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    • pp.105-112
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    • 2022
  • The development and spread of IT-technologies has raised interest in teaching programming pupils. The article deals with problems related to programming and ways to overcome them. The importance of programming skills is emphasized, as this process promotes the formation of algorithmic thinking of pupils. The authors determined the level of pupils' interest to programing learning depending on the age. The analysis has showed that the natural interest of younger pupils in programming is decreasing over the years and in the most productive period of its study is minimized. It is revealed that senior school pupils are characterized by low level of interest in the study of programming; lack of motivation; the presence of psychological blocks on their own abilities in the context of programming; law level of computer science understanding. To overcome these problems, we conducted the second stage of the experiment, which was based on a change in the approach to programing learning, which involved pupils of non-specialized classes of senior school (experimental group). During the study of programming, special attention was paid to the motivational and psychological component, as well as the use of game technologies and teamwork of pupils. The results of the pedagogical experiment on studying the effectiveness of teaching programming for pupils of nonspecialized classes are presented. Improvement of the results provided the use of social and cognitive motives; application of verbal and non-verbal, external and internal means; communicative attacks; stimulation and psychological setting; game techniques, independent work and reflection, teamwork. The positive effect of the implemented methods is shown by the results verified by the methods of mathematical statistics in the experimental and control groups of pupils.

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.

A Modularized Approach to the Development of the Creativity Learning Program

  • Won, Kyung-Ah
    • Archives of design research
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    • v.20 no.2 s.70
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    • pp.103-116
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    • 2007
  • Art education in design has repeatedly stressed the importance of developing creativity. In the digital period, however, which shows rapid change in both forms and contents, it needs to be equipped with more flexible and systematic ways of approaching to the creativity development, especially involved with cultural diversity of the digital world. This paper primarily proposes a maximally efficient, productive creativity learning program in which the integration of expressive media and communication generates a comprehensive network of communicative information in the development of digital technologies, which, consequently, brings forth valuable cultural contents of art. The amalgamation of Won (2006)'s Prism Effect, with distinctive three devices, and the facilitator factors, with two different facilitators such as self-controlled and controlled plays, would function as a catalyst for cultural diversity in the digital forms and contents of art. And this will, consequently, result in producing a number of practices that can be classified and assorted for a later performance. This paper thus suggests a roadmap of how to develop the creativity learning program in which two categories of facilitators based on three thinking devices function to classify four activities. In addition, selected activities are shaped as a creativity learning program by generating learning practices with the formalizing instructional strategy that fit into a specialized educational environment and learners. The samples of loaming practice design show guidelines for practice and the results of learning activity. Therefore, the eventual goal of this paper would be to establish a creativity learning program that constitutes a highly systematized and modularized database to maximize the efficiency and productivity of the creativity development.

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Development and Application of STEAM Education Program Using the Lego Mindstorms Robot (레고 마인드스톰 로봇을 활용한 STEAM 교육 프로그램 개발 및 적용)

  • Choi, Jae-Hyeok;Choi, Ho-Meoyng;Park, Jongseok
    • Journal of Science Education
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    • v.42 no.1
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    • pp.1-11
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    • 2018
  • STEAM program as integrating Science, Technology, Engineering, Arts, and Mathematics became essential part of secondary education and software education will be a required subject in secondary schools. In this study, we propose the application of the Lego mindstorms robotics programs for the developments of both STEAM and software educational materials. Our program consisting of five hours of classes is made based on the problem solving strategies. According to students' impression obtained after our program had been applied, our program appears to provide students opportunities for conceiving creative thinking and problem solving strategies. It also shows positive results for the application to the software and science educations as well as other extracurricular such as after school programs or programs for gifted students.

Validation of a Path Model on Clinical Practice Competency of the Nursing Students (간호학생의 임상수행능력 경로모형 분석)

  • Kwon, Yunhee;Kwag, Oh-Gye
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.10
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    • pp.4572-4581
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    • 2012
  • This study examined the fitness of a path model on the relationship among critical thinking, career identity, nursing professional self-concept, satisfaction of clinical practice, and clinical practice competency for nursing students. The subjects consisted of 581 nursing students and data was collected through self-report questionnaires. The data was analyzed by the SPSS and AMOS programs. Critical thinking, career identity, nursing professional self-concept, and satisfaction of clinical practice showed a direct effect on clinical practice competency for nursing students. Critical thinking and career identity showed an indirect effect on clinical practice competency for nursing students. Critical thinking and career identity showed a direct effect on nursing professional self-concept and satisfaction of clinical practice for nursing students. We consider the cause which affects the clinical practice competency of student nurses and study on the reasonable and effective curriculum and teaching and learning program.

Analysis of the Effects of Learners' Visual Literacy and Thinking Patterns on Program Understanding and Writing in Basic Coding Education for Computer Non-majors (컴퓨터 비전공자를 위한 기초 코딩 교육에서 학습자의 시각적 문해력과 사고 유형이 프로그램 이해와 작성에 미치는 영향 분석)

  • Park, Chan Jung;Hyun, Jung Suk
    • The Journal of Korean Association of Computer Education
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    • v.23 no.2
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    • pp.1-11
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    • 2020
  • As software and artificial intelligence education became more and more important, in December 2019, the Ministry of Science and ICT announced plans to expand software and AI education to mandatory education in elementary and secondary schools by 2022. In addition to elementary and secondary schools, most universities are actively engaged in software education for computer non-majors, but research on coding education for computer non-majors is insufficient. The purpose of this paper is to find an efficient teaching and learning method for coding education for computer non-majors. Nowadays, college students, called Millennial and Generation Z, prefer visual information and are familiar with computers as digital natives. Based on these characteristics, this study examined the visual literacy and thinking styles of college students and then examined whether the students' visual literacy and thinking styles influenced coding-based problem solving in coding subjects. Based on this, this paper proposes an alternative to do programming education more efficiently for students who are new to coding.

Development and Application of Activity-Based STEAM Education Program for Elementary School Students - Focused on Theme of "Ultraviolet(UV)" (초등학생을 위한 활동중심 STEAM 교육프로그램의 개발 및 적용 - '자외선' 주제를 중심으로)

  • Han, Shin;Kim, Hyoungbum
    • The Journal of the Korea Contents Association
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    • v.19 no.6
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    • pp.513-523
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    • 2019
  • The purpose of this study is to develop and apply activity-based STEAM education programs to verify elementary school students' logical thinking skills, attitudes to STEAM, and changes in satisfaction. The activity-based STEAM education program was developed in a total of 3 rounds under the theme of 'Let's get through Ultraviolet rays.' The finally developed program, which was revised and supplemented by process of preliminary commitment to elementary school students, proved its effectiveness through statistical methods in 168 sixth-grade in S elementary school students in Gyeonggi-do. The results of the study are as follows: First, the activity-based STEAM education program was developed around the topic of "Let's get through Ultraviolet rays" based on the "The solar system and Star" unit of the 5th and 6th grades of elementary school science. Second, by applying the developed activity-based STEAM education program to elementary school students, their cognitive development level by science behavioral system was improved after class, and proportion of the logical thinking skills and logic of variable control represented a significant value(p<.05). Third, the attitudes toward STEAM education, consisting of seven sub-factors, presented significant statistical test results across other factors, except for communication and usability factors(p<.05). Fourth, in the satisfaction test, the average value of the lower section was 3.59 to 3.85 points, and overall it was positive.