The purpose of this study is to identify the expected difficulties and necessary support when applying the 2022 revised mathematics curriculum to elementary schools, and to support the establishment of the field. To this end, we explored the major changes in the 2022 revised mathematics curriculum, and based on this, we conducted a survey of elementary school teachers to identify the expected difficulties and necessary support when applying it in the field. In particular, when analyzing the results, we also examined whether there were any differences in the expected difficulties and necessary support depending on the size of the school where it is located and the teaching experience of the teacher. The research results are as follows. First, the proportion of teachers who expect difficulties in applying the 2022 revised mathematics curriculum was mostly below 50%, but the proportion of teachers who demand support was much higher, at around 80%. Second, the difficulty of elementary school teachers in applying the 2022 revised mathematics curriculum was found to be the greatest in evaluation. Third, in relation to the use of edutech, teachers in elementary schools are also expected to have difficulties in teaching and learning methods to foster students' digital literacy, assessment using teaching materials or engineering tools, and assessment in online environments. Fourth, the difficulty of elementary school teachers in applying the 2022 revised mathematics curriculum was also significant in relation to mathematics subject competencies. Fifth, it was found that there is also difficulty in understanding the major changes of the achievement standards, including the addition, deletion, and adjustment of the achievement standards, and the impact on the learning of other achievement standards. Finally, the responses of elementary school teachers to the expected difficulties and necessary support in applying the 2022 revised mathematics curriculum did not differ depending on the size of the school where it is located, but statistically significant differences were found in a number of items depending on the teaching experience of the teacher. Based on these research results, we hope that various support will be provided for the 2022 revised mathematics curriculum, which will be applied annually from 2024.
The purposes of this study were to analyze instructional strategies of science teachers, science teachers' orientations toward science teaching by the reason which instructional strategies was used in middle school science classes, and the relations among PCK elements for suggesting a direction of improvement of PKC models. For this purpose, we selected three of middle school teachers as participants who had various teaching experience periods. Semi-structured interviews and classroom observations were gathered for data. From the data collected, we analyzed the type of instructional strategies of science teachers. On the base of these, we identified characteristics of the teachers' orientations toward teaching science. From the reason that instructional strategies was used, we could ascertain that knowledge of science curriculum and knowledge of students' learning which was component of PCK crucially affected instructional strategies of science teachers. Therefore we assured that analysis of practical instructional strategies of science teachers that showed through science instruction was the most effective method that could find out science teacher's orientation of teaching science internalized, and that knowledge of science curriculum and knowledge of students' learning was the basic component of PCK that formed instructional strategies of science teachers. On the basis of the result, a necessity for improvement of PCK models was presented.
Journal of the Korea Institute of Information and Communication Engineering
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v.19
no.4
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pp.825-840
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2015
Adaptive bitrate (ABR) streaming technology has become an important and prevalent feature in many multimedia delivery systems, with content providers such as Netflix and Amazon using ABR streaming to increase bandwidth efficiency and provide the maximum user experience when channel conditions are not ideal. Where such systems could see improvement is in the delivery of live video with a closed loop cognitive control of video encoding. In this paper, we present streaming camera system which provides spatially and temporally adaptive video streams, learning the user's preferences in order to make intelligent scaling decisions. The system employs a hardware based H.264/AVC encoder for video compression. The encoding parameters can be configured by the user or by the cognitive system on behalf of the user when the bandwidth changes. A cognitive video client developed in this study learns the user's preferences(i.e. video size over frame rate) over time and intelligently adapts encoding parameters when the channel conditions change. It has been demonstrated that the cognitive decision system developed has the ability to control video bandwidth by altering the spatial and temporal resolution, as well as the ability to make scaling decisions.
Game production education in a university is very important because it is the stage for completing a game education course as well as for determining a future of game industry. In order to perform various experience and creative learning, it should be able to effectively use a computer infrastructure representing the knowledge and information society for the purpose of obtaining and re-processing information necessary for game production through prediction of directions of game industry as well information technology. This research is focused on an effective game engine education for students whom want to become game graphics designers. The purpose of this study is to draw a lesson of game production utilizing game engines and it enables practice-focused class for game production. It also allows the class participant to manufacture prototypes without support from game programmers for their outcomes of works planned during the game production class. The theoretical background of game production compared and analyzed exemplary game engines. Based on the result, the study selected Unity 3D engine and conducted the research on the background where the Unity engine has been selected and its characteristics. In addition, this study provided an example of game production utilizing a game engine, and also described the details of actual realization. This study selected Torque3D with the Unity in order to identify the purpose of this study and efficiency of learning. Thus, the previous situation is that the class remained in making a game plan during the course of game production project and, students whose major is not game programming. Now, it is necessary for students to make many efforts to make a game in an active and positive attitude by utilizing a game engine beyond the previous method of class.
This study investigated perception of first-year college students who recently experienced technology education in their secondary education for describing contemporary technology classrooms. To accomplish this goal, survey and in-depth interview on their technology classrooms were employed. Participants in this study were 427 first-year college students who began their college life in 2013 and consisted of 224 students enrolled in 10 departments of educational major and 203 students who enrolled in 9 departments of other colleges. The instrument of this study consisted of preference toward technology classrooms and teachers, experience in the secondary technology classrooms, perception toward technology teachers, and suggestions for technology classrooms with five point Likert scales and open-ended questionnaires. And individual in-depth interviews with 22 volunteers who answered the instrument and consented the interview process were conducted. Based on the collected data, statistical and theme analyses were performed and the key findings were as follows. First-year students' experiences for technology classrooms were described with the theme of 'learning contents or activities'(54.4%). And the negative perception toward technology classrooms(29.1%) was larger than he positive perception(16.5%). The perception toward technology classrooms was also presented with two themes of teaching methods and subject interest. The perception toward technology teachers presented a medium level preference with several themes of teachers' teaching methods, teachers' personality, and subject interest. Lecture style method(60.48%) was largely used in the participants' technology classrooms and problem solving or collaborative methods was not frequent(19.31%). The participants indicated a need for improving teaching methods in technology education and suggested sufficient administration and curriculum supports and transitions of the learning contents. Further studies investigating the diverse public's perception toward technology and technology classrooms could be recommended.
Education, Science and Technology Department in January 2012, announced the advancement of mathematics education scheme. Select a textbook of storytelling method in policy by this, it is easy to understand the math, and that you can learn happily, was fabricated and spread. In this study, we selected three of the textbook that describes the set to its characteristics the application of storytelling in a textbook of mathematics 13 different middle school that will be used from March 2013. And of research that the textbook is to analyze the reflected reality of storytelling that is part of the advancement scheme of mathematics education content and direction and basic curriculum of current. View by presenting instead I is an object of the present invention. Six components of storytelling in the teaching and learning context that is proposed in the Park's study (2012) are used to analyze. Those are 'Persona', 'empathy', 'analogy', 'aesthetic experience ', 'plot' and 'time'. The data were analyzed storytelling was used to introduce the nature and mathematical concepts in math textbook based on these elements 6. That is looking at the ratio of the presence or absence of reflecting elements of storytelling on teaching and learning context that the data storytelling meets much the elements of storytelling to investigate the characteristics of each textbook. It is expected to provide the information and resources needed to develop methods and materials that can be studied to be interested in conjunction with real life mathematics as a result of this study.
The purpose of this research is to analyze geometrical level and the justification process in the proofs of construction by mathematically gifted elementary students. Justification is one of crucial aspect in geometry learning. However, justification is considered as a difficult domain in geometry due to overemphasizing deductive justification. Therefore, researchers used construction with which the students could reveal their justification processes. We also investigated geometrical thought of the mathematically gifted students based on van Hieles's Theory. We analyzed intellectual of the justification process in geometric construction by the mathematically gifted students. 18 mathematically gifted students showed their justification processes when they were explaining their mathematical reasoning in construction. Also, students used the GSP program in some lessons and at home and tested students' geometric levels using the van Hieles's theory. However, we used pencil and paper worksheets for the analyses. The findings show that the levels of van Hieles's geometric thinking of the most gifted students were on from 2 to 3. In the process of justification, they used cut and paste strategies and also used concrete numbers and recalled the previous learning experience. Most of them did not show original ideas of justification during their proofs. We need to use a more sophisticative tasks and approaches so that we can lead gifted students to produce a more creative thinking.
Journal of The Korean Association For Science Education
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v.37
no.5
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pp.891-909
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2017
This study analyzed some of the discrepancies in quantitative and qualitative data focusing on cognitive and affective achievement in science education. Academic and affective achievement score of 308 high school students were collected as quantitative data, and 33 students were interviewed for qualitative data. We examined the causes and types of discrepancies in terms of testing tools. As a result from quantitative data, there were a large number of students with a big difference between subjects in cognitive achievement, and constructs in affective achievement. More than 20% of the students did not match tendency between achievements in two areas. Through interviews, some examples such as intentional control of science learning for future study and careers, different responses by differences in perception between school science and science, appeared. A comparison of quantitative data by testing tool between qualitative ones and interviews showed conflicting result, where most students evaluated themselves differently from their own quantitative data. That is due to the students' interaction with the testing tools. Two types of discrepancy related to testing tool are found. One is 'the concept difference between the item developer and students,' the other is 'the difference between students' exposed response and their real mindset.' These are related to the ambiguity of the terms used in the tool and response bias due to various causes. Based on this study, an effort is required to elaborate the testing item that matches students' actual perception and to apply students' science learning experience to testing items.
The purpose of this study was to provide a basis information for the education direction of 'creative engineering design' lesson to highschool students and pre-technology teachers by analyzing pre-experienced the d epartment of technology professors' recognitions, according to the newly opened unit 'creative engineering design' in 2009 revised highschool technology home economics education curriculum. The survey questionnaire was composed of 34 questions and collected from 16 department of technology education professors. The data was analyzed by SPSS program. The results of study were as follows : First, in 'creative engineering design' educational objectives, the highest average level(M) of response was problem solving ability, the opportunity of engineering experience and creativity improvement were followed. In the response about 'creative engineering design' educational contents, the average level(M) of the creative thinking method education was the highest(3.94). and the following important level was the write training education for presentation. Second, in the 'creative engineering design' educational areas, the professors preferred the idea conception, design, and production manufacturing area. In the teaching learning method, the average level(M) of design-based learning method was the first. and PBL, problem solving method were favored Third, in the 'creative engineering design' lesson manage, the secure of practice room and material cost, and the check of the progress situations were needed preferentially. In the education assessments, various and combined assessment preferred such as production, portfolio, and presentation. Fourth, in the pre-technology teachers' lesson of the university course, the product manufacturing level was preferred production to improve uncomfortable thing in life. The major difficulty in product manufacturing was the lack of major knowledge and product conception.
Journal of The Korean Association For Science Education
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v.41
no.6
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pp.519-531
/
2021
This study investigates the science teacher identity of pre-service science teachers (PSTs) in the context of a teaching practice course. Twenty-two PSTs who took the 'Biological Science Lab. for Inquiry Learning' course at the College of Education participated in this study. Artifacts created during the course were collected, and the teaching practices and reflections were recorded and transcribed. In addition, semi-structured interviews were conducted with nine PSTs, recorded, and transcribed. We found the science teacher identity was not well revealed at the beginning of the course. Authoritative discourse appeared in the early oral reflections of PSTs, indicating that the PSTs perceived oral reflection activities as 'evaluation activities for teaching practice'. This perception shows that pre-service teachers participate in teaching practice courses as students attending a university, performing tasks and receiving evaluations from instructors. After the middle of the course, discourses showing the science teacher identity of the PSTs were observed. In the oral reflection after the middle part, dialogic discourses often arose, showing that the PSTs perceive the oral reflection activities as a 'learning activity for professional development'. In addition, in the second half, discourse appeared to connect and interpret one's experience with the teacher's activity, indicating that the PSTs perceive themselves as teachers at this stage. In addition, the perception of experimental classes was expanded through the course. During the course, the practice of equalizing the authority of the participants, providing a role model for reflection, and experiencing various positions from multiple viewpoints in the class had a positive effect on the formation and continuation of the teacher identity. This study provides implications on the teacher education process for teacher identity formation in PSTs.
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