• Title/Summary/Keyword: Thinking Science Program

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The Effects of STEAM-based Programming Education with Robot on Creativity and Character of Elementary School Students (로봇을 활용한 STEAM기반 프로그래밍교육이 초등학생의 창의성 및 인성에 미치는 효과)

  • Chai, Soophung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.2
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    • pp.159-166
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    • 2015
  • STEAM is a multidisciplinary education program which intended to promote creative thinking by combining studies in the arts and STEM(Science, Technology, Engineer, Mathematics) fields. STEAM education can bring out creativities in students through educational activities of integrating and combining diverse studies. In this research, we integrated the educational elements of science, technology, engineering, mathematics, and arts using robots and then developed an educational program that raises the creative and character (focused on collaboration and communication) of students in a more fun and effective way. Using our developed educational program, we taught 6th grade students of an elementary school located in Seoul. As the result, most of students were found to be enhanced in their creativity and character after participating in the STEAM-based programming education course.

Development And Application of CNP Model for the Enhancing Creativity of Scientifically Gifted Students (과학영재의 창의성 신장을 위한 CNP 모형의 개발과 적용)

  • Hwang, Yo-Han;Park, Jong-Seok
    • Journal of Gifted/Talented Education
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    • v.20 no.3
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    • pp.847-866
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    • 2010
  • Enhancing creativity is possible to offer systematic education programs and several conditions as variable thinking, experiment lesson, opened-situation. We developed CNP model as program for enhancing creativity. The CNP model emphasizes that parts of problem finding, embodying and solving ability and includes scientific problem finding tool, Integrated Process Skills and Science Writing Heuristic. The CNP Model is comprised of six step. We developed teachers' guide and student's worksheets for application. Result of applied CNP model to students of scientifically gifted education center in K University, students were able to enhanced originality and fluency and had solved problems by creative way. And creative problem finding, embodying and solving ability were increased. Therefore, the CNP model was effective in enhancing the creativity of scientifically gifted.

Analysis of Creative Personality and Intrinsic Motivation of Information Gifted Students Applying Curriculum Based on Computing Thinking (컴퓨팅사고력을 고려한 교육과정을 적용한 정보영재들의 창의적 성격과 내적동기 분석)

  • Chung, Jong-In
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.8
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    • pp.139-148
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    • 2019
  • Fostering science-gifted individuals are very important for the future of the nation, and it is especially important to cultivate information-gifted individuals in the age of the fourth industry. There is no standardized curriculum for each gifted education center of the University. Therefore, in this study, we analyzed how effective the curriculum developed on the basis of computing thinking is to affect the characteristics of the information-gifted individuals. The curriculum developed on the components of computing thinking was applied to the information-gifted students of K University. In order to verify the effectiveness of the curriculum, we developed a creative personality test and an intrinsic motivation test, and conducted tests before and after the training. We compared pre-post test results by t-test with R program. The creative personality test consisted of 36 items with 6 factors: risk-taking, self - acceptance, curiosity, humor, dominance, and autonomy. The intrinsic motivation test consisted of 20 items with 5 items: curiosity and interest oriented tendency, challenging learning task preference orientation, independent judgment dependency propensity, independent mastery propensity, and internal criterion propensity. The effect of the curriculum on the creative personality of the experimental group was significant (0.009, 0.05). The significance level of the intrinsic motivation was 0.056 and was not significant at the 0.05 level of significance.

Attitudes of Adolescents toward Suicide: Q-Methodological Approach (청소년의 자살에 대한 태도: Q-방법론적 접근)

  • Choi, Mi-Kyung;Seo, Ji-Min
    • Journal of Korean Academy of Nursing
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    • v.41 no.4
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    • pp.539-549
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    • 2011
  • Purpose: The purpose of this study was to identify attitudes of adolescents toward suicide. Methods: Q-methodology which provides a method of analyzing the subjectivity of each item was used. Thirty middle and high school students classified 37 selected statements into a normal distribution using a 9 point scale. Collected data were analyzed using the Quanl PC Program. Results: Three types of attitudes toward suicide were identified. The first type (opposing suicide-moral minded) showed an attitude of opposing suicide and thinking that suicide is a sin. The second type (understanding-empathizing suicidal person) showed an attitude of understanding the situation of the adolescents who has suicidal ideation and empathizing with them. The third type (ambivalent attitude) showed an attitude of understanding the suicidal person but, at the same time, opposing suicide. Conclusion: Results of the study indicate that different approaches to suicide prevention programs should be developed based on the three types of suicide attitudes among adolescents.

Development of Underwater Drone for Coding Education and Enterainment (코딩교육 및 엔터테이먼트용 수중드론 개발)

  • Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.1
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    • pp.237-244
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    • 2018
  • This paper has developed a three-dimensional movement of the underwater drones using Scratch program to facilitate the basic structure and programming of the computer's basic structure and programming. Through the underwater drones of this study, the user can foster computing thinking power that creatively solves various problems.

Development of Field Trip Program for Hantan River Geopark in Pocheon (포천 한탄강 지질공원에 대한 야외학습 프로그램 개발)

  • Jae-Yeon Kim;Jae-Hee Cho;Hak-Sung Kim
    • Journal of Science Education
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    • v.46 no.2
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    • pp.165-177
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    • 2022
  • This study aims to develop a field trip program for the Hantan River geopark in Pocheon using Orion's field trip model. The selected learning sites were the Hwajeogyeon and Bidulginang Falls, famous geosites of the Hantan River geopark in Pocheon. The field trip program consisted of six preparatory units, two field trip units, and two summary units. The preparatory stage helped reduce the novelty space considering cognitive, psychological, and geographical factors. In the field trip stage, students acquire concepts linked to learning elements in the curriculum scientifically and encourage interest in science. In the summary stage, students organized the geological phenomena observed in the field and inferred the vicinity of the Pocheon Hantan River region. The field trip program was modified to give enough time for observation activities to increase students' interest in science and to connect concepts with learning elements in the curriculum in the outdoor learning phase to allow students' convergent thinking. Implementing the field trip program raises students' interest and attitude in science.

A Survey Study on the Design and Development of UML-based Education for Novice Computer Programmers (컴퓨터 초보자 소프트웨어교육에 있어서의 UML 도구의 적합성 연구)

  • Kim, Yun-Woo;Oh, Ji-Hye;Oh, Uran;Park, Hyun-Seok
    • Journal of Engineering Education Research
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    • v.22 no.6
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    • pp.3-11
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    • 2019
  • To evaluate the suitability of UML (Unified Modelling Language) in terms of educating novice software engineers, we have conducted a survey study with 102 students who were enrolled in a mandatory course for sophomores in computer science and engineering department. The results indicate that UML 1) has high satisfaction rate among software novices as an education material, 2) improves computational thinking and problem-solving skills, and 3) increases the efficacy of learning when the education program is implemented in the order of UML, programming practice, and physical computing. This paper suggests the applicability of UML as a new education paradigm in software education.

Development and Effects of R & E Program for Improving the Science Process Skills of Middle Gifted Science Students (중등과학영재 학생의 탐구 사고력 향상을 위한 R & E 프로그램의 개발과 효과)

  • Son, Junho;Noh, Ja-Heon;Jo, Jae-Hyung;Song, Jin-Yeo;Jeong, Ji-Hyun;Kim, Jong-Hee
    • Journal of the Korean Society of Earth Science Education
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    • v.12 no.1
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    • pp.94-108
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    • 2019
  • The purpose of this study was to develop the guided R & E program to improve science process skills of the science gifted students. First of all, we developed a guided R & E instructional models that enables students to conduct R & E through the third process from teacher-centered to student-centered, and developed guided R & E programs in accordance with the five-step process. As a result, it showed high average scores in the order of 'Hypothesis setting > Variable extraction > Derivation of inquiry problem > Conclusion derivation > Experimental design > Generalization > Evaluation > Data analysis > Data conversion'. In detail, among the nine evaluation factors, 'Derivation of inquiry problem, Variable extraction, Hypothesis setting, and Conclusion derivation' are at a high level, 'Experimental design' is at an average level, 'Data interpretation, Generalization, and Evaluation' were low level and 'Data conversion' was very low level. We hope that the guided R & E program reflected the elements of inquiry process will help students to improve their thinking ability and creative problem solving ability.

Development of STEAM Program Using the Infographic and 3D Modeling for Creative Problem Solving Ability (창의적 문제해결력 향상을 위한 인포그래픽과 3D모델링을 활용한 STEAM 프로그램 개발)

  • Jeon, JeeHyun;Kim, DongHo
    • Journal of The Korean Association of Information Education
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    • v.21 no.1
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    • pp.67-76
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    • 2017
  • Recently, the Ministry of Education is pursuing various educational reforms for the cultivation of creative talent in preparation for the fourth industrial revolution. In this study, we developed STEAM program using the info-graphic and 3D modeling. As a result of applying the developed STEAM program to 2 classes of 6 grade in ${\circ}{\circ}$ elementary school in Seoul, it showed that creative problem solving ability of all students participating in the program has improved. Particularly, Motivational component has shown the greatest improvement among the creative problem solving ability elements. Through the results of this study, it is expected that various STEAM programs using the infographic and 3D modeling will be developed and applied in the field of elementary school for the cultivation of creative talent with creative thinking ability in preparation for future society.

Analysis of the Relationship of Computer Science Literacy to Giftedness in Gifted Elementary School Students (초등 영재의 정보과학교과 수행능력과 영재성 간의 관계분석)

  • Shim, Jae-Kwoun;Kim, Ja-Mee;Lee, Won-Gyu
    • Journal of The Korean Association of Information Education
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    • v.15 no.3
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    • pp.365-373
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    • 2011
  • A basic ability test is conducted in recent days to screen gifted students who could make a contribution to the enhancement of national competitiveness in knowledge-based information society. A basic ability is here defined as an ability related to creativity and thinking faculty, and CS literacy is ruled out, though it seems that everybody needs CS literacy in knowledge-based information society. The purpose of this study was to examine the relationship between CS literacy and giftedness. The subjects in this study were 61 gifted students. The selected students participated in an CS program during a six-week period of time in order to find out the effect of the program. And it's found that there were gaps among the students in CS literacy according to the level of giftedness, and information science literacy has a statistically significant correlation to giftedness. Therefore a screening test of gifted students should cover CS literacy, as CS literacy seems to be mandatory for every field of information society.

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