• Title/Summary/Keyword: data literacy level

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Development of Data-Driven Science Inquiry Model and Strategy for Cultivating Knowledge-Information-Processing Competency (지식정보처리역량 함양을 위한 데이터 기반 과학탐구 모형 개발)

  • Son, Mihyun;Jeong, Daehong
    • Journal of The Korean Association For Science Education
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    • v.40 no.6
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    • pp.657-670
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    • 2020
  • The knowledge-information-processing competency is the most essential competency in a knowledge-information-based society and is the most fundamental competency in the new problem-solving ability. Data-driven science inquiry, which emphasizes how to find and solve problems using vast amounts of data and information, is a way to cultivate the problem-solving ability in a knowledge-information-based society. Therefore, this study aims to develop a teaching-learning model and strategy for data-driven science inquiry and to verify the validity of the model in terms of knowledge information processing competency. This study is developmental research. Based on literature, the initial model and strategy were developed, and the final model and teaching strategy were completed by securing external validity through on-site application and internal validity through expert advice. The development principle of the inquiry model is the literature study on science inquiry, data science, and a statistical problem-solving model based on resource-based learning theory, which is known to be effective for the knowledge-information-processing competency and critical thinking. This model is titled "Exploratory Scientific Data Analysis" The model consisted of selecting tools, collecting and analyzing data, finding problems and exploring problems. The teaching strategy is composed of seven principles necessary for each stage of the model, and is divided into instructional strategies and guidelines for environment composition. The development of the ESDA inquiry model and teaching strategy is not easy to generalize to the whole school level because the sample was not large, and research was qualitative. While this study has a limitation that a quantitative study over large number of students could not be carried out, it has significance that practical model and strategy was developed by approaching the knowledge-information-processing competency with respect of science inquiry.

A Study on the Korean University Students' Usage of Foreign Language Queries in Scholarly Information Retrieval (학술정보검색을 위한 국내 대학생의 외국어 탐색문 활용에 관한 연구)

  • Lee, Bo Eun;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
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    • v.36 no.1
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    • pp.95-116
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    • 2019
  • This study focused on understanding the Korean university students' (both undergraduates and graduates) use of foreign language for scholarly information retrieval especially in different search strategies employed based on users' characteristics. A new model was developed based on Ellis's behavioral model of information seeking strategies. The research applied both quantitative and qualitative methods to analyze the data. The students used a variety of foreign language information seeking strategies at different stages of academic information retrieval based on his/her field of study or level of education. The liberal arts and social science students had more difficulty in selecting proper search terms in the foreign language than the science and technology students. This difficulty resulted in less preference for using foreign language queries by the liberal arts and social science students. The students relied more on the bibliographic and citation information in scholarly information retrieval using foreign language queries than the Korean queries. The research outcomes should provide some guidelines on how the Korean university libraries offer information literacy programs and other services based on the patrons' characteristics.

A Study on Creative Music Drama Teaching Plans for Pre-service Early Childhood Teachers using Piano Ensemble - Focusing on 'Peter & The Wolf' - (피아노앙상블을 활용한 예비유아교사의 창의적 음악극 지도 방안 - 피터와 늑대를 중심으로 -)

  • Park, Joo-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.1
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    • pp.117-129
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    • 2021
  • Nowadays, the trend of early childhood education has focused on finding educational activities to enhance quality of learning with integrative, learner-centered experience by combining each subject and domain. Pre-service early childhood teacher's music drama activity is a sort of integrated education including literature, instrumental music, play, art and movement that are included in the culture and art for preschoolers to help them understand role and value of the art and directly influence personality and creativity and motive to arouse interest in various learning directly. It's expected to see that development of creative teaching plan for the music drama using piano ensemble could support basic research in integrated educational activity in the teacher training course and also, activate the music drama activity. Research findings and suggestion are as follows. First, the music drama activities are systematically and step-by-step implemented according to the audience according to the cooperative learning and creative plans of pre-service early childhood teachers. Second, if understanding characteristics of casts in the music drama and assigning their roles efficiently, it enhances approach of pre-service early childhood teacher music drama activity and activate it. Third, making music in music drama activities can be composed and arranged to suit the musical literacy and level of pre-service early childhood teacher. Fourth, pre-service early childhood teachers could have integrated experience and evaluation efficiently in the short term to use as reference for the teaching plan and data for the music drama.

A Study on Artificial Intelligence Ethics Perceptions of University Students by Text Mining (텍스트 마이닝으로 살펴본 대학생들의 인공지능 윤리 인식 연구)

  • Yoo, Sujin;Jang, YunJae
    • Journal of The Korean Association of Information Education
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    • v.25 no.6
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    • pp.947-960
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    • 2021
  • In this study, we examine the AI ethics perception of university students to explore the direction of AI ethics education. For this, 83 students wrote their thoughts about 5 discussion topics on online bulletin board. We analyzed it using language networks, one of the text mining techniques. As a result, 62.5% of students spoke the future of the AI society positively. Second, if there is a self-driving car accident, 39.2% of students thought it is the vehicle owner's responsibility at the current level of autonomous driving. Third, invasion of privacy, abuse of technology, and unbalanced information acquisition were cited as dysfunctions of the development of AI. It was mentioned that ethical education for both AI users and developers is required as a way to minimize malfunctions, and institutional preparations should be carried out in parallel. Fourth, only 19.2% of students showed a positive opinion about a society where face recognition technology is universal. Finally, there was a common opinion that when collecting data including personal information, only the part with the consent should be used. Regarding the use of AI without moral standards, they emphasized the ethical literacy of both users and developers. This study is meaningful in that it provides information necessary to design the contents of artificial intelligence ethics education in liberal arts education.

Characteristics of Science Education Apps Developed by Preservice Elementary Teachers and Elementary Teachers' Thoughts about Education Developing Apps (초등 예비교사가 제작한 과학교육용 앱의 특징과 앱 제작 교육에 대한 초등교사의 생각)

  • Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.42 no.1
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    • pp.17-33
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    • 2023
  • This study examined inservice elementary teachers' thoughts on the development of educational apps by preservice elementary teachers and implications for TPACK education for preservice elementary teachers. A case study was conducted in which preservice elementary teachers developed a science education app, and the three teachers were surveyed for their thoughts regarding this. The results regarding the characteristics of the developed app by preservice teachers were as follows. First, "inquiry" had the highest value among educational goals intended by the preservice teachers. In addition, the scores for tool-type apps and apps in which interaction between learners and instructors occurs were relatively high. Second, most of the preservice teachers developed apps to meet curriculum goals, but their apps showed low-level characteristics in terms of the constructive and cooperative dimensions. The results of the analysis of the thinking of elementary school teachers regarding the education development apps are as follows. First, elementary school teachers assigned the lowest scores to the effectiveness of the apps, and to this problem, the achievement standard with respect to the curriculum and the evaluation and modification activities fir the apps were proposed. Second, the teachers indicated that it would be appropriate to provide the experience of making apps to directly improve the TPACK of preservice teachers. Third, the respondents thought that preservice teachers should develop block coding literacy to create apps using App Inventor. Fourth, the teachers considered it necessary to emphasize simulated instructions, as well as the experience of collecting and handling data through apps to improve preservice teachers' TPACK app development for educational use.

Analysis of Chemistry Teachers' Perceptions of AI Utilization in Education: Focusing on Participants in First-Grade Teacher Qualification Level Training (AI 활용 교육에 대한 화학 교사의 인식 분석 -1급 정교사 자격 연수 참여자를 중심으로-)

  • Sungki Kim
    • Journal of The Korean Association For Science Education
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    • v.44 no.5
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    • pp.511-518
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    • 2024
  • This study investigated the perceptions of chemistry teachers regarding the use of AI in education, focusing on their stages of concern, expected effects, and factors impeding implementation. Data were collected through a survey of 79 chemistry teachers who participated in first-grade teacher qualification training in 2024. The stages of concern were analyzed both overall and individually, and differences in stages of concern based on background variables were examined using the Kruskal-Wallis H test. The expected effects were measured across seven aspects, with differences were analyzed using repeated measures ANOVA and the Bonferroni method. Factors impeding implementation were analyzed through keyword analysis, focusing on internal and external factors. The results showed that overall concern was relatively low, with informational concern (Stage 1) and unconcerned (Stage 0) being high at 35.4% and 34.2%, respectively. Among active teachers, significant differences in stages of concern were observed depending on whether they had training experience (p<.05). The expected effects of AI in education showed significant statistical differences across the seven aspects (p<.05). Teachers rated 'providing diverse learning experiences' as the highest effect, while 'enhancing understanding of scientific concepts', 'improving scientific inquiry skills', and 'cultivating scientific literacy' were rated relatively low (p<.05). Internal factors were found to impede implementation more than external factors, with key internal factors including 'resistance to change', 'lack of capability', and 'teachers' negative perceptions of AI in education'. Based on these findings, recommendations were made to enhance the implementation of AI in educational settings.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Comparative Analysis on the Perceptions for Food Additives Between Elementary School Teachers and Nutrition Teachers (식품첨가물에 대한 초등교사와 영양교사의 인식 비교)

  • Kim, Jeong-Weon;Lee, Eun-Ju
    • Journal of Food Hygiene and Safety
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    • v.31 no.2
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    • pp.74-84
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    • 2016
  • Literacy on food additives of elementary school teachers (ET) and nutrition teachers (NT) could be influential factor on safe dietary education for school children. Therefore, the perceptions and information needs on food additives were surveyed from 351 elementary school teachers and nutrition teachers in metropolitan area of Korea, and the basic data for the promotion of risk communication on food additives among them were obtained. Compared to ET who consider 'taste' (39.1%) as the most important factor while purchasing food, NT considered 'safety' (68.1%) first (p < 0.001). Among the food labelling items, the level of understanding on food additives was the lowest both in ET (3.53) and NT (4.17), and NT showed better levels of understanding overall on food labels. Both ET and NT regarded hazardous factors of food as environmental pollutants, foodborne pathogens, and food additives in order, and tended to select 'no additives' or 'no artificial color' products while purchasing processed food. Although NT answered that they know all food additives had been passed the evaluation of safety and effectiveness tests (100%) and have standards of use (81.9%), majority of them (87.5%) believed the consumption of food additives are harmful on human health. ET (75.2%) also regarded food additives as dangerous materials. Above results suggested the necessity of proper and enough risk communication for both ET and NT. Both ET and NT wanted to have information on the safety or hazard of food additives. Most preferred media to get the information on food additives was TV (3.80) among ET and lecture (3.65) among NT. ET and NT trusted hospital, research institution/universities or the personnels working in these institutions as the provider of information on food additives. The result that the trust levels of ET and NT on government were relative low suggested the weakness of risk communication in Korean government. Although ET and NT answered that they do not trust mass media, their behaviors were affected by them such as reading food labels in ET (39.4%) and reducing the consumption of food additives in NT (50%). They also indicated mass media's problem of sensitive approach on food additives and asked the urgent reaction of government by providing sound information through experts on food additives. Above results revealed that ET and NT have different perceptions and information needs on food additives, therefore, proper risk communication should be provided for them to serve as dietary educators for elementary school children.