• Title/Summary/Keyword: after-school learning program

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The Effects of STEAM Program on Preservice Science Teachers' Communication Competency: Their Experiences and Reflection on STEAM Education (STEAM 프로그램이 예비 과학교사의 의사소통역량에 미치는 영향: STEAM 교육에 대한 경험과 성찰)

  • Kim, Sun Young;Jeon, Jae Hyeong
    • Journal of Science Education
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    • v.43 no.1
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    • pp.136-156
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    • 2019
  • This study examined the effects of STEAM program on preservice science teachers' communication competency and further explored their experiences of and reflection on STEAM program. The study design is one group pretest-posttest with mixed methodology using both quantitative and qualitative data. The STEAM program consists of three stages: introduction of STEAM, participation in STEAM activities, and reflection on the STEAM program. The preservice science teachers improved their communication competency after the STEAM program (p < .01). The preservice science teachers represented statistically higher scores on the three subscales of communication competency: Interpretation ability, self-presenting ability, and understanding others' viewpoints. In addition, the preservice science teachers reflected on their STEAM experiences. During the first stage of 'Presentation of the Problem Situation,' the preservice science teachers mentioned that they roused their curiosity due to everyday experience-related, social issues or present issues. In the stage of 'Creative Design,' the preservice science teachers mentioned that they selected the final idea through mutual consent of the members, the practical possibility of everyday life, the previous experience-based decisions, or persuasive power. Further, about 87.5% of preservice science teachers mentioned that they were fully engaged in the 'Emotional Learning' stages due to the application of integrated thinking, everyday related issues, and communication among group members. About 85% of the preservice science teachers mentioned that they could challenge new problems in future situations.

The Effect of Medical Service Design Thinking Teaching-learning on Empathic Problem Solving Ability: Convergence Analysis of Structured and Unstructured Data (의료서비스 디자인싱킹 교육의 공감적 문제해결능력 향상 효과: 정형 및 비정형 데이터 융복합 분석 중심으로)

  • Yoo, Jin-Yeong
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.311-321
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    • 2020
  • The purpose of the study is to verify the effectiveness the Freshman Preliminary Health Administrators(FPHA)' Empathic Problem Solving Ability(EPSA) through the application of Medical Service Design Thinking(MSDT) conducted by undergraduate school of SNS hospital marketing education. The pre-post questionnaire survey was conducted on 39 students in the freshman year of the Department of Health Administration after applying MSDT for 15 weeks from September to December, 2019 at a college in Daegu. MSDT was positive influenced on the improvement of Empathic Imagine, Empathic interest, Empathic awakening of the FPHA' EPSA. In the analysis of key common words, the use of neutral and negative words was low, while the use of positive words was high. In order to systematically equip Empathic problem solving job competency in the age of artificial intelligence, it is meaningful to develop a program for the freshmen curriculum and to conduct a analysis of the structured and unstructured data to verify its effectiveness. Additional program development research is needed for the application of theoretical subjects.

The Development and Application of Education Program for Smart Educational App Production Using Authoring Tool for the Elementary School Student (저작도구를 활용한 초등학생의 스마트교육용 앱 제작 교육프로그램 개발 및 적용)

  • Park, SunJu
    • Journal of The Korean Association of Information Education
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    • v.17 no.2
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    • pp.225-232
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    • 2013
  • The smart education is performed in the education field, but the contents related to the subject class performed in the various smart devices are insufficient and it is necessary to continue training teacher and learner for the app development education. Therefore this study developed and applied the contents production education program of the game type web app around elementary science 6 grade 1 term utilizing Storyline authoring tools, similar to PowerPoint and be executable in the various devices. After educating students, we investigate the convenience of the use of Storyline, satisfaction level of learning contents work activity, and the continued availability, and etc,. They are interested in the activity of the smart educational contents development and they wished to participate in the continued app development education and activity in spite of it make difficulty for using English menu.

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The Teaching Plan Using Media Background Images of Geomorphology Unit: A Case of Movies, Drama and Entertainment Program (방송 영상물의 배경을 활용한 지형 단원 수업 방안: 영화, 드라마, 예능 프로그램을 중심으로)

  • Kim, Doo-Il;Son, Myoung-Won
    • Journal of the Korean association of regional geographers
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    • v.15 no.4
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    • pp.494-509
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    • 2009
  • If teachers should showed geomorphological landscape images familiar to students during geomorphology unit teaching in secondary geography education, it will have more effects on teaching. In this paper, we analyze whether teaching of geomorphology unit using media(movie, drama, entertainment program) background images familiar to students have an effect on understanding of teaching facts and interesting or not. Firstly, teaching using media data is effective in understanding of teaching facts and the results of examination taken after teaching improved. Secondly, teaching using media data is effective in interesting and understanding on geomorphological landscapes. Most students recognized this teaching method to be new and became to be interested in learning geomorphology unit, and answered that it was helpful to understand geomorphology unit.

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Effect of Middle-aged Parent Understanding Education for Middle School Students on Parent-Child Relationships (중년기 부모 이해 수업이 중학생의 부모-자녀 관계에 미치는 영향)

  • Jeong, Joo-Yeon;Lee, Seo-Yeon
    • Journal of Korean Home Economics Education Association
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    • v.34 no.3
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    • pp.25-47
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    • 2022
  • The purpose of this study is to develop a teaching and learning plan for parental understanding classes for middle school students and to investigate the effect of the classes on the parent-child relationship by implementing the class. The classes were conducted from July 5 to July 15, 2021, for the second graders of S middle school in Gwangju Metropolitan City, in a total of 6 sessions, i.e., 3 sessions per week for 2 weeks. The influence of classes on parent-child relationship was measured in terms of the understanding of the middle age, degrees of interaction, affection, and bond with parents. In order to analyze the impact of classes, pre- and post-class online surveys were conducted on 184 students who agreed to participate. For the collected quantitative data, descriptive statistics, reliability analysis, and pairwise t-tests were performed using the SPSS Ver 22.0 statistical program. According to the results, students' understanding of the developmental characteristics of middle age increased and the interaction between the students and their parents increased after the class. And the overall affection with the mother increased significantly. Also, students' bonds with both mother and father were significantly improved. Based on these results, the necessity and direction of home economics class were discussed to form a positive relationship between adolescent children and their parents.

The Effect of Brain-Based Evolutionary STEAM Education on Scientific Interest and Scientific Creativity in Elementary School Students (뇌기반 진화적 STEAM 교육이 초등학생의 과학 흥미와 과학 창의성에 미치는 영향)

  • Jeong, Kyung-Wook;Lim, Chae-Seong
    • Journal of Korean Elementary Science Education
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    • v.40 no.2
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    • pp.239-252
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    • 2021
  • The purpose of this study is to develop an evolutionary STEAM education program based on the brain and to analyze its effects on scientific interest and scientific creativity of elementary school students. Four different topics based on four scientific fields (Physics, Chemistry, Biology and Earth Science) were derived from the science textbook under the 2015 revised curriculum to build a brain-based evolutionary STEAM education program. The research subjects were 90 fourth graders of S-elementary school located in Gyeonggi Province, Korea and they were divided into an experimental group of 45 students and a comparative group of 45 students. The main findings of this study are as follows. First, according to the independent samples t-test of scientific interest, no statistically significant difference were found between the two groups, but the brain-based evolutionary STEAM education had meaningful effect on improving 'interest in scientific learning' and 'anxiety about scientific learning'. Second, according to the paired samples t-test of scientific interest, the experimental group had significantly improved 'interest in science' but on the other hand, there was no effect on the comparative group. Third, scientific creativity and originality of the experimental group were significantly higher after the class than that of the comparative group. Fourth, although there were some significant differences between the two groups in scientific creativity after the class, both groups had improved scientific creativity between the results of pre and post test. Based on these results, we discuss implications for science education and STEAM education research.

Development and Application of Scientific Model Co-construction Program about Image Formation by Convex Lens (볼록렌즈가 상을 만드는 원리에 대한 과학적 모형의 사회적 구성 프로그램 개발 및 적용)

  • Park, Jeongwoo
    • Korean Journal of Optics and Photonics
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    • v.28 no.5
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    • pp.203-212
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    • 2017
  • A scientific model refers to a conceptual system that can describe, explain, and predict a particular physical phenomenon. The co-construction of the scientific model is attracting attention as a new teaching and learning strategy in the field of science education and various studies. The evaluation and modification of models compared with the predicted models of data from the real world is the core of modeling strategy. However, there were only a limited data provided by the teacher in many studies of modeling comparing the students' predictions of their own models. Most of the students were not given the opportunity to evaluate the suitability of the model with the data in the real world. The purpose of this study was to develop a scientific model co-construction program that can evaluate the model by directly comparing the predicted models with the observed data from the real world. Through a collaborative discussion between teachers and researchers for 6 months, a 5-session scientific model co-construction program on the subject 'image formation by convex lenses' for second grade middle school students was developed. Eighty (80) students in 3 classes and a science teacher with 20 years of service from general public co-educational middle school in Gyeonggi-do participated in this 2-week program. After the class, students were asked about the helpfulness and difficulty of the class, and whether they would like to recommend this class to a friend. After the class, 95.8% of the students constructed the scientific model more than the model using the construction rule. Students had difficulties to identify principles or understand their friends, but the result showed that they could understand through model evaluation experiment. 92.5% of the students said that they would be more than willing to recommend this program to their friends. It is expected that the developed program will be applied to the school and contribute to the improvement of students' modeling ability and co-construction ability.

Counseling Case Study of a Child with Peer Confliction due to Lack of Social Skills and Impulsiveness (사회적 기술 부족과 충동성으로 인해 또래갈등이 심한 분교아동의 상담사례)

  • Lee, In-Sun
    • The Korean Journal of Elementary Counseling
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    • v.5 no.1
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    • pp.227-253
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    • 2006
  • It seems common for students living at a small county and islands to experience psychological conflicts and be unaccustomed in the peer society because they are not familiar with peer interaction and social skills. This is a case study of L (hereinafter called L) who was grown up in the sheltered school at a small county. L was psychologically disturbed because he couldn't get along well in the transferred school. It is the reason why he had lived in the sheltered school at a small county, so he had not enough exposure to interact with peer and social skills. Sometimes he was obstinate irrationally and when he had trouble with friends, he threw something out or went out of school and tricked juniors dangerously. The fact of disperse with families, parent's indifference, and hate of older brother made L to have ill feeling against family. He had low motivation and low self confident in learning because of short attention time and accumulated poor learning progress. In this study, he was evaluated at various area, such as, intelligent, affective, personal and inter-personal, before counselling. To evaluated the effect of the counselling, K-WISC-III, KPRC, sentence filling test, social adaptation ability test, etc, were administered right after the counselling was over and 8 weeks later. For specific information gathering and analysing, observation diary and deepen counselling were accomplished by homeroom teacher, his mother, and his peers. To correct his problematic behaviors, 13 counseling sessions were accomplished for 6 months and those counselling sessions were recorded and analysed definitely. Followings are the result of this case study. First, he was recovered from the anxiety of inter-personal interaction and he started to interact with peers. The result of sac scale score of KPRC profile was lower than before as much as average student after counseling and 8 weeks later. This reveals that the distress against interpersonal relation have settled. Especially, through the result of sentence filing test, he seemed to feel attachment to peers and be positive, active in the relation of peer. For instance, he was active in the open class lesson and interacted well with peers. It could be said that he overcame the psychological distress comparing with previous time. Second, he could apologize to his peer and juniors for his fault. His attitude were well shown in the letter from an old friend at the sheltered school, average KPRC profiling score comparing with previous counseling time, and remarkable decrease of attack scale score of teacher and peer. Third, his view toward family turn out positive. He recognized his situation that he lived apart from family and even worried about his parent's financial difficulty. Through solving the confliction with his older brother, he could acquire the feeling of family reunion. Fourth, his learning motivation and self-confidence were increased. He confirmed his future positively and he might be judged more attentive because his intelligence index was higher than before as much as average student. With the main goal of this study, verification for effectiveness of counseling. understanding and helping problematic students such as L who lives at a small county and island through investigation of their real situation and problems with the method of counseling and socio-cultural analysis is worthwhile. Identification of ideal relationship with peer is related with positive self-conception, harmonic social adaptation and development of child. It is time to investigate easy adaptive in classroom and well-organised program to acquire general social skills for sheltered school students at a small county and islands.

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The effects of economy education through MMORPG (온라인 게임을 통한 아동 경제 학습 효과 분석)

  • Wi, John-H.;Oh, Na-Ra;Kim, Yang-Eun
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.13-22
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    • 2005
  • The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.

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The Effect of the Integrative Education Using a 3D Printer on the Computational Thinking Ability of Elementary School Students (3D프린터를 활용한 융합교육이 초등학생의 컴퓨팅 사고력에 미치는 영향)

  • Lim, Donghun;Kim, Taeyoung
    • Journal of The Korean Association of Information Education
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    • v.23 no.5
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    • pp.469-480
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    • 2019
  • One of the goals of the new 2015 revised curriculum is to cultivate the creativity of students who will live in the era of the Fourth Industrial Revolution to create new things through diverse ideas and challenges based on basic learning skills. Accordingly, in order to solve the given problems rationally, the convergence problem solving ability that can process and utilize various areas of knowledge and information is becoming important. Therefore, in this study, we designed the integrative education using a 3D printer based on Tinkercad modeling and applied it to the class to investigate the effect on the improvement of computing thinking ability of elementary school students. To verify the contents of the study, two classes of 25 sixth-grade elementary school students were divided into an experimental group and a controlled group. For the experimental group, 12 classes of convergence education programs using a 3D printer were applied for about three months, and the same amount of general curriculum was conducted for the control group. After that, the t-tests were carried out using the pre-post test to measure the effectiveness of the computational thinking ability. After the application of the program, the experimental group showed statistically significant improvement in computational thinking ability, but the controlled group showed no statistically significant difference. The results show that convergence education using the Tinkercad modeling-based 3D printer has a positive effect on the improvement of computing thinking ability of elementary school students.