• 제목/요약/키워드: integrated thinking

검색결과 291건 처리시간 0.021초

알고리즘적 사고력 향상을 위한 초등 컴퓨터과-수학과통합 교수.학습 방법의 개발 및 분석 (Development of Integrated Elementary Computing.Mathematics Teaching.Learning Methods for Enhancement of Algorithmic Thinking Problem-solving Abilities)

  • 채송화;허경
    • 한국정보교육학회:학술대회논문집
    • /
    • 한국정보교육학회 2009년도 하계학술대회
    • /
    • pp.73-78
    • /
    • 2009
  • 본 논문은 초등정보교육과정의 "문제해결방법과 절차" 영역에 필요한 알고리즘적 사고를 향상시키고자 초등 컴퓨터과와 수학과를 통합한 교수 학습 과정을 연구하고 적용하였다. 그리고 연구한 교수 학습과정을 적용한 실험군과 적용하지 않은 통제군을 비교하여 알고리즘적 사고력의 향상도, 통합된 교수 학습과정의 효과성에 대한 분석을 통해 본 논문에서 적용한 초등 컴퓨터과-수학과를 통합한 교수 학습 방법이 문제해결과정 구성 능력에 해당하는 알고리즘적 사고력 향상에 효과가 있는지 검증 및 분석하였다.

  • PDF

물리학습을 위한 STEAM 기반의 안드로이드 앱 개발 (A Development of Android Application for Physics Learning Based on STEAM)

  • 김태훈;김종훈
    • 수산해양교육연구
    • /
    • 제24권1호
    • /
    • pp.25-33
    • /
    • 2012
  • Though science and technology are evolving rapidly in recent years, the traditional science education has limits for students to be satisfied their interests and needs because they couldn't follow these speeds. STEAM as a education integrating science, technology, engineering, arts and mathematics has strengths of increasing interests and understandings in science and technology and improving integrated thinking and problem solving ability for leaners. In this study we analyze the elementary school curriculum and construct physics learning based on STEAM and develop a android application to increase interests in science and improve problem solving ability. In the future, we need to analyze and develop the curriculum and contents for the STEAM education.

고통(suffering)과 영적 간호 (Suffering and Spiritual Care)

  • 김명자;양남영
    • 가정∙방문간호학회지
    • /
    • 제16권1호
    • /
    • pp.40-48
    • /
    • 2009
  • Although the general concept of suffering care includes palliative care for the terminally ill that is designed to alleviate pain, it is much more holistic and encompasses emotional, spiritual and other life dimensions. Human suffering is multi-dimensional including spiritual and religious aspects, which diverge from the concept of pain understood in the context of materialistic medical approach. In this caring perspective, the body, mind and spirit are integrated so that objectivity and subjectivity can merge. The extended awareness with inner source or energy, and positive thinking about the personally-relevant God can be meaningful the dying person, family members and the caring team. Despite the importance of an inclusive understanding of human suffering, actual nursing practice still does not fully embrace the full understanding of human suffering. A more fundamental meaning of human suffering from the nursing perspective may fruitfully adopt a more inclusive view of human suffering.

  • PDF

아이디어의 창의성과 고객만족의 측정에 관한 연구 (Measuring Creativity of Ideas and the Corresponding Customer Satisfaction)

  • 강익선;송해근;박영택
    • 품질경영학회지
    • /
    • 제44권1호
    • /
    • pp.139-152
    • /
    • 2016
  • Purpose: This study is aimed to introduce the OPA-Kano method, an integrated version of OPA(Originality Practicality Analysis) and Kano's customer satisfaction method, and to examine its applicability. Methods: 30 ideas for smart phone accessories are generated using brainstorming and SIT(Systematic Inventive Thinking) and they are analyzed through the OPA-Kano method. For analysis, correlation method between OPA and Kano's results is applied for the ideas. Results: The results show that there is significant correlation between the OPA and Kano's approach, and the effectiveness of the proposed method is verified through the case of smart phone accessories. Conclusion: From the result of this study, we conclude that the proposed OPA-Kano method can be used for the evaluation of ideas and customer satisfaction.

QFD와 TRIZ의 통합에 의한 설계 단계에서의 창의적 문제 해결 방안 (Integration of QFD and TRIZ to Solve the Inventive Problem in the Design Process)

  • 정해성
    • 한국신뢰성학회지:신뢰성응용연구
    • /
    • 제13권3호
    • /
    • pp.153-163
    • /
    • 2013
  • QFD(Quality Function Deployment) is a very important tool to improve market share by reducing the gap between the voice of customer and the product's performance. But QFD is not a problem solving tool, although it is very useful in identifying what has to be solved or improved in order to meet the customer's desires. TRIZ has proved to be a very strong tool to solve the difficult problems that requires inventive thinking. QFD integrated with TRIZ becomes hot research recently. But merely linking between HOQ(House of Quality) in QFD and the contradiction matrix in TRIZ can not provide designers with a concrete method to solve the technical problem in the design process. Practically, the contradiction matrix and 40 inventive principles are not helpful for solving the technical problem. To solve the technical problem using TRIZ, a search for the tool and the object involved in the problem is made, from which the wanted result should be derived. A practical method to integrate QFD and TRIZ is proposed in this paper.

A study on multimedia-related subjects by using Flipped Learning for Young Child's Preliminary Teachers

  • Ha, Yan
    • 한국컴퓨터정보학회논문지
    • /
    • 제23권1호
    • /
    • pp.139-145
    • /
    • 2018
  • This paper recommends flipped learning as a method to improve the learning abilities and the level of software utilization when it comes to using computers in children education institutes. Flipped learning enables a class fully making use of the up-to-date multimedia-related technology. Especially, flipped learning leads a participation-oriented class rather than lecture-based ones. Young child's teachers can, not only improve their capabilities to utilize multimedia, but also manage classes that follow the trend of the fourth industrial revolution. Therefore, this paper introduces the importance of media education when it comes to training preliminary teachers and suggests a flipped learning curriculum. This paper finds significance in future efficient education for raising creative and integrated thinking children.

Design Principles for Learning Environment based on STEAM Education

  • Kim, Sunyoung
    • International Journal of Advanced Culture Technology
    • /
    • 제9권3호
    • /
    • pp.55-61
    • /
    • 2021
  • In this study, a learning environment based on STEAM theory was proposed to support and improve learners' activities and achievements for convergent design education. The learning environment design influence STEAM education with intentional design and schedule coordination, schools can create informal environments that are crucial to STEAM education. The physical surroundings of the learning space should be applied to teaching methods and learning activity, especially for STEAM-based education, physical space conditions should support the learner's design thinking and process. Furthermore, STEAM-based education environment should support a vast array of experiences that allow students to learn the context around ideas and skills. For spaces for learning environment based on STEAM, common design principles should be considered such as technology integration, safety and security, transparency, multipurpose space, and outdoor learning. Therefore, the learning environment based on STEAM needs flexible and mobile, connected, integrated, organized, flipped, and team-focused surroundings to support the learners understand, participate, cooperate, and accomplish the design process.

Development of Subject-Convergent Teaching-Learning Materials for Core Principles of Support Vector Machines

  • Hwang, Yuri;Choi, Eunsun;Park, Namje
    • International Journal of Advanced Culture Technology
    • /
    • 제10권1호
    • /
    • pp.42-46
    • /
    • 2022
  • To cultivate talented people with creative and convergent thinking skills to live in the era of the 4th industrial revolution, the national curriculum of Korea is gradually emphasizing convergence education and software education. To meet the demands of the times, this paper suggests subject-convergent teaching-learning materials for educating core principles of Support Vector Machines, especially targeting elementary learners. Based on analysis of the national curriculum, achievement standards of three subjects are integrated. After printable worksheets for traditional face-to-face classes had developed, they were transformed to online interactive worksheets for non-face-to-face classes. The teaching-learning materials are expected to promote the growth of the learners' academic motivation and knowledge.

슬기로운 생활에서 창의적 문제해결 모형을 적용한 창의력 계발 (Development of Creativity Through Creative Problem Solving Model to Elementary School Science)

  • 원용준;최선영;강호감
    • 한국초등과학교육학회지:초등과학교육
    • /
    • 제21권1호
    • /
    • pp.71-80
    • /
    • 2002
  • The purpose of this study was to develop children's creativity by applying creative problem solving model to elementary school science. Creative problem solving(CPS), the theoretical frame of model is proposed by Treffinger et al.(1994). CPS model is based on a substantial foundation of theory and research about creativity and problem solving. It is a well organized, deliberate set of methods you can call upon whenever you need new ideas or solutions and a process anyone can use to deal with many of life's everyday problems, opportunities, and challenges. CPS consists of three components. Within these three components, there are six specific stages during which creative and critical thinking abilities are used in harmony. Each stage involves both divergent and convergent thinking. The study was conducted for six week during the 1998 two semester in A elementary school which is located in Incheon. Eighty three 2nd grade students are selected for this study. The students were divided into two groups--experimental group and control group. The experimental group were taught in applying the CPS model, and the control group were taught by the traditional manner. Data for this study were collected by questionnaire which were developed by this researcher, and were analyzed by SPSSWIN 8.0. The results of this study were as follows: There was a significant difference on creativity between the instruction by applying CPS model and the traditional instruction. There was also gender differences on creativity between two groups. On fluency and flexibility as components of creativity, there was a signigicant difference between two groups. In conclusion, the instruction by applying CPS model was more effective in developing children's creativity than the traditional instruction.

  • PDF

공개 소프트웨어 기반 e-Learning 시스템 개발 (Development of e-Learning System Based on Open Source Software)

  • 이세훈;백영태
    • 한국콘텐츠학회논문지
    • /
    • 제5권1호
    • /
    • pp.9-17
    • /
    • 2005
  • 이 논문에서는 공개 소프트웨어 기반의 e-Learning 시스템을 구축하기 위해, 기존 학습 관리 시스템을 비교 분석하여 무들(Moodle)을 선정하였고 학사관리시스템, 스트리밍서비스 등의 기존 시스템들과 연동 운용함으로써, 공개 소프트웨어 기반 e-Learning 시스템의 현실적 가능성을 보였다. 공개 LMS(Learning Management System)인 무들은 LAMP(Linux, Apache, MySQL, PHP) 환경을 기반으로 하고 있으며 모듈화 구조를 수용해 사용의 편의성과 확장성을 충분히 제공하고 있다. 또한, 사회적 구성주의 학습 이론을 기반으로 설계, 구현되어 있다는 중요한 장점을 갖고 있다. 개발된 시스템은 대학에서 한 학기 동안 7개 강좌를 혼합 학습 모델로 운영이 되었으며 COLLES(Constructivist On-Line Learning Environment Survey), ATTLS(Attitudes to Thinking and Learning Survey) 설문을 통해 참여자들의 높은 만족도를 확인하였고, 공개 S/W 기반의 안정적 e-Learning 시스템이 가능함을 보였다.

  • PDF