• Title/Summary/Keyword: combined thinking learning

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The Developing and Applying of the R.G.B. Technique for Combined Thinking Learning in the Elementary Science Classes (초등과학 수업에서 통합적 사고 학습을 위한 R.G.B. 기법 개발 및 적용)

  • Moon, Byoungchan;Lee, Kyounghak;Seo, Hanyoung;Kim, Haigyoung;Oh, Kangho
    • Journal of Korean Elementary Science Education
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    • v.32 no.1
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    • pp.10-21
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    • 2013
  • The purpose of this study was to research applying possibility of the R.G.B. technique for combined thinking learning in the elementary science classes. For this, R.G.B. technique which was designed to mark students' output with red, green and blue colors depending one's judgement was developed and applied in elementary science classes. The results were follows. Firstly, the propriety of questionnaires constitution which was developed to achieve study objects in science classes was given credit by experts. Secondly, the evaluating results of student's outputs which had been done during science classes were credible on focused achieving the objects of science classes. Thirdly, in a point of view achieving creative thinking skill as well as knowledge, R.G.B. technique was effective. Fourthly, the combined thinking learning joined R.G.B. technique has possibility of applying to general science classes. Fifthly, the students who were participating in combined thinking learning science classes based on R.G.B. technique said with great satisfaction. Consequently, combined thinking learning based on R.G.B. technique should be paid attention to the value of possibility to achieve study effects both creative thinking skill and knowledge.

Comparison of Blended Practicum Combined E-learning between Cooperative and Individual Learning on Learning Outcomes (온라인 콘텐츠 협동학습과 개별학습의 Lab실-임상실습 혼합실습교육 연계가 학습성취에 미치는 효과비교)

  • Choi, Soon Hee;So, Hyang Sook;Choi, Ja Yun;Yoo, Sung Hee;Yun, So Young;Kim, Myung Hee;Song, Mi Ok
    • The Journal of Korean Academic Society of Nursing Education
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    • v.20 no.2
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    • pp.341-349
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    • 2014
  • Purpose: This study was conducted to compare blended practicum with clinical and lab combined e-learning between cooperative and individual group on learning outcomes. Method: A total of 63 junior Nursing students were recruited from C University in G city from May, 2012 to June, 2012. Ten hours lab practicum for two weeks was provided for both two groups during the period of adult nursing practicum. Prior to blended practicum, e-learning was conducted. For cooperative group, two hours off line team learning with a tutor for eight weeks was provided, in other hands, for individual group, any off line team learning was not provided and self study on line was not evaluated by the tutor. Results: The result of ANCOVA showed that critical thinking and self directed learning were significantly improved in the individual group compared to the cooperative group (F=-18.15, p<.001; F=28.12, p<.001). In other hands, clinical competence was significantly higher in the cooperative group than in the individual group (F=16.61, p<.001). Conclusion: Through development of self-leaning facilitating online contents, the blended practicum combined e-learning could be effective in critical thinking, self-directed learning and clinical competence. Further studies about e-learning strategies of off-line learning are still needed.

Identification of Combined Biomarker for Predicting Alzheimer's Disease Using Machine Learning

  • Ki-Yeol Kim
    • Korean Journal of Biological Psychiatry
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    • v.30 no.1
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    • pp.24-30
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    • 2023
  • Objectives Alzheimer's disease (AD) is the most common form of dementia in older adults, damaging the brain and resulting in impaired memory, thinking, and behavior. The identification of differentially expressed genes and related pathways among affected brain regions can provide more information on the mechanisms of AD. The aim of our study was to identify differentially expressed genes associated with AD and combined biomarkers among them to improve AD risk prediction accuracy. Methods Machine learning methods were used to compare the performance of the identified combined biomarkers. In this study, three publicly available gene expression datasets from the hippocampal brain region were used. Results We detected 31 significant common genes from two different microarray datasets using the limma package. Some of them belonged to 11 biological pathways. Combined biomarkers were identified in two microarray datasets and were evaluated in a different dataset. The performance of the predictive models using the combined biomarkers was superior to those of models using a single gene. When two genes were combined, the most predictive gene set in the evaluation dataset was ATR and PRKCB when linear discriminant analysis was applied. Conclusions Combined biomarkers showed good performance in predicting the risk of AD. The constructed predictive nomogram using combined biomarkers could easily be used by clinicians to identify high-risk individuals so that more efficient trials could be designed to reduce the incidence of AD.

Class Design Applying Flipped Learning Combined with Project-Based Learning: Focusing on Digital Painting Tool for Class (플립러닝형 프로젝트 기반학습을 적용한 수업 설계: Digital Painting Tool 수업을 중심으로)

  • Sung, Rea;Kong, Hyunhee
    • Journal of Information Technology Applications and Management
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    • v.29 no.1
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    • pp.29-45
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    • 2022
  • The Fourth Industrial Revolution era requires people to have the ability of integrated thinking, critics, sensitivity, and creativity in an integrated manner. Therefore, teaching methods are expected to become more suitable for the trend. In this belief, current teacher-leading education method should move to students' self motivating one and consist of programs in which students voluntarily involve. In this reason, this study suggests FPBL educational method model that is combines project-based learning with flipped learning by analysing preceding research and digital painting tool class was designed by applying it. As a result of applying the designed class model to the class, all of the class satisfaction, effectiveness, and interaction were evaluated positively. Problems such as limitations of project classes due to non-face-to-face classes, large amount of learning before class, and reduced concentration during class were found. Therefore, when the FPBL class model is conducted non-face-to-face, it will be necessary to further strengthen the role of the instructor, provide lecture videos summarizing the core contents, and improve concentration by providing active participation and fun using various digital tools. The result of the study looks significant by confirming the possibility of applying FPBL model not only in design education but also other educational settings.

Development and Application of STEAM Education Model using Scratch Programming and Sensor Board in Class of Elementary School Students (초등학생들이 수업시간에 스크래치 프로그래밍과 센서 보드를 활용한 STEAM교육 모형 개발과 적용)

  • Moon, Waeshik
    • Journal of The Korean Association of Information Education
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    • v.18 no.2
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    • pp.213-224
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    • 2014
  • STEAM learning, which combined software with hardware, can greatly increase algorithm improvement, problem-solving skills, integrated thinking ability etc. and can ultimately improve learning attitude and academic achievement. In this study, we developed STEAM learning model so that 6th graders who can fully understand the basic concept of programming can learn subject contents of national textbooks (5 kinds) with programming that combined six sensors attached Sensor_board with Scratch and applied it to 6th grade class and analyzed the results. As a result, the STEAM learning tool that combined Scratch with Sensor_board was analyzed to be suitable for most elementary school students to be evaluated. In the achievement evaluation of learning, 39.5% of students obtained more than 7 points out of perfect 10 in the average achievement level of 5 subjects so most students evaluated were analyzed to obtain satisfactory achievement. Therefore, STEAM learning using Scratch and Sensor_board, hardware is considered to be more effective than existing software-centered ${\times}$learning using only software.

The Relationship between Learning Strategies and Congnitive Learning Abilities (학습전략과 인지적 학습능력과의 관계 분석 연구)

  • 김종순
    • Journal of Gifted/Talented Education
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    • v.6 no.1
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    • pp.93-109
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    • 1996
  • The purpose of this study was to investigate the relationship between learning strategies and cognitive learning abilities with achievement scores of elementary school children. To achieve this purpose, 109 sixth grade children were sampled in Seoul-City, and the 'Questionnaire on the Learning Strategies and Learning Abilities Test' were administered to them. The collected data were analyzed by Pearson's Product Moment Correlation and Multiple Regression Analysis. The major findings of this study were as follows: Firstly, there appeared to be statistically significant correlations between learning strategies and achievement scores. The process of thinking variable of learning strategies were most significantly correlated with achievement scores(r=.251- .458, p<.01). The calculated R2 indicated that the combined effects of process of thinhng and affective domain on the achievement scores were about 21.5%. Secondly, there appeared to be statistically significant correlations between cognitive learning abilities and achievement scores. The verbal reasoning and verbal comprehension variable of cognitive learning abilities were most significantly correlated with achievement scores(r=.215-,493, p<.01). The calculated R2 indicated that the verbal reasoning and verbal comprehension variable of cognitive learning abilities explained about 27.6% of the variance of achievement scores. Thirdly, there appeared to be no statistically significant correlations between learning strategies and cognitive learning abilities. The results of this study shows that the development of learning strategies and cognitive learning abilities could improve the achievement scores in school learning.

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Development of Liberal Art and Natural Science Integration Computational Thinking Education Program Based on the IoT (IoT 기반의 문·이과 통합형 CT 교육 프로그램 개발)

  • Jeong, Sang-Mok;Shin, Soo-Bum;Yim, Taek-Kyun;Mun, Seong-Yun;Jeon, In-Seong
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.4
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    • pp.255-262
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    • 2019
  • The informatics curriculum which was revised in 2015 presents the growth of creative and convergent talents as a main goal, and what is essential in the growth of creative and convergent talents is Computational Thinking(CT). In this study, in line with the goal of the growth of creative and convergent talents, the subject of IoT technology and liberal arts and natural sciences integration course was combined with the contents of informatics textbook, and the teaching-learning program was developed. In order to verify the effect of the developed teaching-learning program, the experimental research was conducted, and as a result of study, the mean of the experimental group was 10 points higher than that of the control group. Therefore, it could be known that there was an effect in the teaching-learning program suggested in this study. It is expected that the teaching-learning program suggested in this study can induce the learning motive and interest in SW education by directly implementing SW skill to the various fields of a real life through CT education based on Iot as well as a programing language, and improve convergent and scientific thinking through the experience of solving the problems which are blended with many subjects through liberal arts and natural sciences integration course, and designing them creatively.

K-TIHM: Korean Technology Integration Hierarchy Model for Teaching and Learning in STEAM Education

  • Park, Chan Jung;Hyun, Jung Suk
    • Journal of Advanced Information Technology and Convergence
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    • v.10 no.2
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    • pp.111-123
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    • 2020
  • The core competencies for the 21st century are creativity, critical thinking, collaboration, and communication. In recent classes where ICT (information, communication, and technology) is grafted, a lot of efforts are also being made to increase such competencies. According to a research work, ICT is most often used as a communication channel between teachers and students or as an online collaboration tool among students. However, ICT has only played a role as a guideline for instruction, but not included in the curriculum until now. The research on methods how to integrate technology into teaching and learning is in full swing due to the development of technology and the advent of Covid-19. In this paper, we propose a technology integration hierarchy model, namely K-TIHM that can be combined with STEAM education. Since only learning environments have been proposed in the existing research for technology-based STEAM education, our model proposes a series of technology integration hierarchy that can be applied by school age along with STEAM. Also, we analyze the differences in among the Korea's ICT education operation guidelines, the Korea's Software education guidelines, and ours. The proposed model can help developing the primary and secondary school curriculum integrated with technology.

Development and Application of Educational Contents for Software Education based on the Integrative Production for Increasing the IT Competence of Elementary Students (초등학생의 미래 IT역량 강화를 위한 융합적 산출물 기반 소프트웨어 교육용 콘텐츠 개발 및 적용)

  • Seo, Jeonghyun;Kim, Yungsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.4
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    • pp.357-366
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    • 2016
  • The ability of computational thinking is a key competence that person of talent in the future should keep. Computational thinking is a serial process in which a problem is defined in context of computing, stages of abstraction are processed in order to find the efficient solution, the most appropriate process and resources for a solution are selected and combined through algorithms which use various concepts, principles and methods for automatic implementation of abstract concepts. It needs appropriate learning content in stage of elementary school. This study has verified the effect it made on improvement of learner's creative personality by developing and applying the educational content for software education based on the integrative production. The result of study confirmed that learning through the educational content for software education based on the integrative production affects improvement on learner's creativity positively and suggested a method of applying it to computing education in elementary school.

Effective Teaching-Learning Activities in Flipped, Direct, Cooperative, and Distance Learning Model (거꾸로 수업, 직접교수법, 협동학습, 실시간 화상수업을 조합한 수업에서의 효과적인 교수학습활동)

  • Kil, Yangsook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.121-129
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    • 2022
  • This study explored effective teaching-learning activities under the hybrid teaching model combining flipped learning, direct instruction, cooperative learning and distance learning. Subjects were 99 college students enrolled in 2 teacher preparation courses. Students evaluated effectiveness of 22 teaching-learning activities according to Likert scale at the end of the semester. As a result, all 22 teaching learning activities were considered effective more or less. They facilitated motivation, comprehension, participation, thinking, and led to mastery of the task. ② Activities scored low were 'questioning and answering at the beginning of online class', 'open book test'. ③ Hybrid teaching model was favored over traditional instruction. Open ended responses were consistent with the ones in the questionnaire. This research supports the notion that key teaching models to be combined for successful flipped learning in college setting are direct instruction and cooperative learning. Furthermore, effective and ineffective teaching strategies for flipped learning were found.