• Title/Summary/Keyword: science gifted education program

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A Study on the Development of Web-based STS Instruction Model for the Scientifically Gifted Students- Centered on Biology Education - (과학영재교육을 위한 웹기반 STS수업모형 개발-생물교육을 중심으로-)

  • Lim, Gil-Sun;Jeong, Wan-Ho
    • Journal of The Korean Association For Science Education
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    • v.24 no.5
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    • pp.851-868
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    • 2004
  • The main purposes of this study is to develop a web-based STS biology instruction program (WB-STS) for the scientifically gifted students. The specific main research questions were as follows; 1. How can the WB-STS for biology education be developed and what are the primary components involved in it? 2. Is there any proper validity for developed the WB-STS in biology education? To solve the above mentioned problems, several procedures were applied. First, in order to develop WB-STS for the scientifically gifted students, NCISE, Renzulli' s Enrichment Triad Model and the Iowa Chautauqua program's main characteristics were analyzed systematically and the principles and general process for constructing WB-STS were examined. Additionally, the needs of students and the goals of Biology education were identified thoroughly. And then all these ideas were embodied in an agenda for constructing WB-STS. Second, to analyse the validity and utility of developing WB-STS, a questionnaire was developed and submitted to seven specialists and a group of twenty students who would participate in the experiment later. The main results of study are summarized below: First, WB-STS appeared to be successfully constructed based on Renzulli' s Enrichment Triad Model and the Iowa Chautauqua program. Its main features are that it was made emphasizing a learner-centered approach and constructive learning. It is composed of five steps: Scientific theme selection -${\rightarrow}$Exploration ${\rightarrow}$ Concept & Principle Check ${\rightarrow}$ Finding Solution ${\rightarrow}$ Action. Second, seven specialists and a group of students assessed the developed WB-STS's validity and utility with a questionnaire, the results appeared satisfactory. Students showed high interest in WB-STS and gave a positive evaluation of WB-STS.

An analysis of the interpretations of the symbols on an archaeological dodecahedron with pentagon facets and proposals of a new game method obtained by a creativity tournament (5각 12면 체의 기호해석과 이를 이용한 새로운 놀이 방법의 창안에 대한 분석)

  • 육근철;김명환;하종덕
    • Journal of Gifted/Talented Education
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    • v.12 no.1
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    • pp.1-30
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    • 2002
  • We present a long term projects of which an interpretation of the symbols and proposals of the original idea of new game method using by an archaeological dodecahedron with pentagon facets was unearthed on the kansan districts in Chungnam to the high school students participated in a creative tournament of the love of science and Taejeon. As a results, students interpreted the twelve symbols intaglioed on the dodecahedron with pentagon facets as numbers, duodecimal system, compass direction, five elements, etc. And also many students proposed original ideas for the game using the dodecahedron based on the principle of Um(-) and Yang(+) with the five elements, game of numbers, game of board, and so on. In this study we suggests that the creative program using the dodecahedron can be applicable to the creative education for gifted and talented youth.

The Effect of GEIK Programs for the Gifted Children upon Logical Thinking and Creativity. (영재교육 프로그램이 논리적 사고와 창의성에 미치는 효과)

  • 신현숙
    • Journal of Gifted/Talented Education
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    • v.5 no.2
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    • pp.139-156
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    • 1995
  • The purpose of the study is to examine the effects of Gifted Education Isnstitute of Korea (GEIK) programs for gifted children especially in the areas of reasoning skills and creativity, thereby proving the effectiveness of the program. The subjects are 136 (103 boys and 33 girls) fourth, fifth, and sixth grade gifted children, who have participated in GEIK programs for more than six moths. They were stratified by the length of participation in GEIK programs. Ninety four children have participated for more than one year. Forty-two children have participated for less than one year. Both groups are rather homogeneous in IQ scores and school achievement levels at the time of enterance into GEIK programs. Both a Group Assessment of Logical Thinking (GAIT) and a Creativity test were used for the study on reasoning skills and creativity. GALT, developed by V. Roadranka, R. H. Yeany and M. J. Padilla in 1983, consists of 12 questions. It is classified into six subscales: conservation, proportional reasoning, controlling variables, provability reasoning, correlational reasoning, and combinatorial reasoning. The reliability of this test is .85. This test recommends to classify the stages of child development as follows according to the total test score. 0-4 point: Concrete Stage, 5-7 points: Transitional Stage, and 8 and above points: Formal stage. The Creativity Test was developed by Y. Lee and W. Chung (1971). It consists of four components: fluency, flexibility, originality, and openness. Only both fluency and openness were used in this study. In order to analyze data, T-Test, Intercorrelational Analyses, ANOVA, and Nultiple Regression were used. Followings are the results deduced from the above analoyses of the data. First, 43.48% of the subjects were on Concrete Stage, 36.78% were on the Transitional Stage, and 19.86% were on the Formal Stage in the developmental level classified by Piaget. Second, the students who have participated in GEIK programs more than one year acquired significantly higher score in GALT than the students who have participated in GEIK programs less than one year. Third, boys showed higher score in GALT than girls did. Fourth, there were statistically significant intercorrelations between six subscales of GALT. Fifth, the students who have participated in GEIK programs more than one year acquired significantly higher score in openness of creativity test than the students who have participated in GEIK programs less than one year. There were no significant differences in openness of creativity test between boys and girls. Sixth, the students who have participated in GEIK programs more than one year acquired significantly higher score in fluency of creativity test than the students who have participated in GEIK programs less than one year. Girls showed higher score in fluency of creativity test than boys did. Seventh, the students who acquired higher score in GALT showed higher score in both openness and fluency of creativity test. Followings are the conclusions deduced form the above results. First, the developmental level of reasoning skills of the fourth grade students participationg in GEIK programs is the same as that of 7th grade of normal Korean students and the same as those of 10th grade of U.S.A. and Philipoine students. Second, the GEIK programs are effective in improving reasoning skills. Third, the GEIK programs are effective in improving creativity. Fouth, reasoning skills and creativity can be improved by well planned programs. In conclusion, this study suggests that beyond reasoning skills and creativity, other areas such as areas in science skills, mathmatical skills, or verbal skills, etc., should be studied in the future.

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The Effect of Learning Using Virtual Reality Technology on Learning Motivation (가상현실 기술을 활용한 학습이 학습 동기에 미치는 영향)

  • Kim, WooKyum;Choi, DongYeol;Kwak, SeungCheol;Kim, HeeSoo
    • Journal of Science Education
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    • v.43 no.3
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    • pp.271-283
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    • 2019
  • This study examines the effects of virtual reality learning materials on the learners' learning motivation. For this study, we developed a virtual reality learning material for geological learning that allows observation of the characteristics of rocks in Korean topography that is closely related to learning contents. A 15-hour class was conducted with 91 students using virtual reality learning materials developed for first-year science high school students in D city. ARCS learning motivation strategy was used. Pre-test was conducted before the start of the classes and post-test was conducted after the classes. Statistical processing was analyzed using R-3.5.1 version program. As a result, the utilization of virtual reality learning materials has significant effects on attention concentration, satisfaction, and confidence in the learner's motivation factors. Using virtual reality in geological classes, students' interest in learning activities improve their immersion and concentration, which helps them understand the learning contents better.

Effects of Science high school students' Competency through Intensive Research and Education Program in KAIST (과학기술특성화대학(KAIST)을 중심으로한 R&E 집중연구가 과학고등학교 학생에게 미치는 영향)

  • Choi, Jinsu;Kim, Young Min;Lee, Young Ju
    • Journal of The Korean Association For Science Education
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    • v.39 no.6
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    • pp.729-738
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    • 2019
  • Research and Education(R&E) program has been emphasized for scientifically gifted students since it can improve scientific research abilities and problem solving abilities because it provides scientific research experiences with professional researchers. The purpose of this study is to investigate the effect of R&E program on creative leader competency and science career orientation. For this study, 62 science high school students participated from 78 science high school students participating in an R&E program. Pre and Post surveys of creative leader competency and science career orientation were administered to the students. The results showed that R&E program improved students' creative leader competency in intellectual and affective characteristic. However, there are no differences in science career orientation because science high school students already had high science career orientation. The implications of this study were discussed.

Case Studies Via Level Classes Of The Convergence Program For Verifying The Center Of Gravity (무게중심 확인 융합 프로그램의 수준별 수업 적용 사례연구)

  • Kim, Su Geum;Ryu, Shi Kyu;Kim, Sun Bae
    • Journal of the Korean School Mathematics Society
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    • v.17 no.4
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    • pp.771-804
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    • 2014
  • The concept of the center of gravity is presently being introduced in elementary school curriculums and is broadly applied to Mathematics, Physics, and the Engineering field in University education which are mostly theoretical classes much separated from actual life in the practical educational field. In 2013, ${\bigcirc}{\bigcirc}$ University of Science and Gifted Education, had developed the multidisciplinary approach program of verifying the center of gravity for gifted students, but this program was reconstructed and applied to ordinary students and the effectiveness was analyzed to lay the foundation and generalize this convergence education. Including experiments for verifying the center of gravity in an object with a hollow interior and the existence of a center of gravity outside an object, I proposed realizing the calculations by considering the weight of the lever, the Principle of the lever being a core factor when finding the center of gravity. We altered the existing 8 step program to a 4 step program for the told 65 students from elementary, Junior and High School students, letting them freely select the class lecture by themselves. The analysis attained from surveys, debates and interviews showed that by precise error analysis, students achieved a higher success experience, showing us the importance of the development of a new convergence program.

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Qualitative Analysis of IT fused Mentorship Project Performance with Gifted Secondary Students in Information Science Class (정보 영재반 중학생들의 IT 융합 사사 프로젝트 수행에 관한 질적 분석)

  • Jun, Youngcook
    • The Journal of Korean Association of Computer Education
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    • v.19 no.4
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    • pp.45-58
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    • 2016
  • This paper tried to analyze cases of one year team-based project of gifted students who spent two year programs in a math-IT integrated class as part of formative evaluation and extracted the factors associated with future enhancement for the program. The researcher as an advisory professor tried to guide the students as minimally as possible considering their levels of IT skills so that they could self-directedly perform the IT-fused project on a team basis. The data collection included documents, annual report, photos, video, artifacts and interview data with the students for the whole team project carried out between February and December, 2015. The overall pattern of the project activities has been stabilized in the middle of the course compared to the initial stages of brainstorming and design work even though the students revealed the differences of their programming skills and preferences toward the project theme. Their project outcomes were qualitatively analyzed according to the 9 steps of R&E model and has shown individual differences according to low, middle and high level. At the end, the analysis suggested several implications for further improvement of the mentorship program.

Development of a Program for Topophilia Geological Fieldwork Based on Science Field Study Area in Youngdong, Chungcheongbuk-do (충북 영동 지역의 과학학습장을 활용한 토포필리아 야외지질학습 프로그램 개발)

  • Yoon, Ma-Byong;Nam, Kye-Soo;Baek, Je-Eun;Bong, Phil-Hun;Kim, Yu-Young
    • Journal of the Korean Society of Earth Science Education
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    • v.10 no.1
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    • pp.76-89
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    • 2017
  • The purpose of this study is to develop a science field study area using Geumgang(Geum River), fossil origins and various geological resources in Youngdong area of Chungcheongbuk-do as educational resources; and utilize them to develop an education program to cultivate earth science and topophilia. The Youngdong sedimentary basin (Cretaceous period) has a well-developed outcrop along the Geumgang and it is therefore easy to find various geological structures, plant fossils, and dinosaur fossils. Also, it has a distinct sedimentary structure, such as mud cracks, ripple marks and cross-bedding. Science field study area(6 observation sites) were developed based on school curriculum, textbook analysis, and professional earth science education panel discussion to create a convergence education program. The result of validating the developed program showed that all the items were satisfactory ($CVR{\geq}0.88$) in the test categories. The science field study teaching-learning model was applied to actual classes. The evaluation result for class satisfaction was positive, scoring Rickert scale 4.18. The result of observation about the outdoor classroom process in the science field study area revealed that students were able to form a new image of the beautiful scenery of the Geumgang. Also, the students could gain a new understanding, concept and value of various geological objects (sandy beach, stepping-stones, dinosaur footprint fossils, sedimentary formation), which naturally allowed them to form topophilia.

Development of Creative Problem-Solving Activities for Integrating Mathematics and Information Science: Focusing on the Hat Game for Mathematically Gifted Students (수학 정보과학 융합을 위한 창의적 문제해결 활동 개발: 영재 학생을 대상으로 한 모자 게임을 중심으로)

  • Seo, Jiyoung;Youn, Sang-Gyun
    • Communications of Mathematical Education
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    • v.36 no.3
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    • pp.439-467
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    • 2022
  • The future society requires not only knowledge but also various competencies, including creativity, cooperative spirit and integrated thinking. This research develops a program for integrating mathematics and information science to enhance important mathematical competencies such as problem-solving and communication. This program does not require much prior knowledge, can be motivated using everyday language and easy-to-access tools, and is based on creative problem-solving activities with multilateral cooperation. The usefulness and rigor of mathematics are emphasized as the number of participants increases in the activities, and theoretical principles stem from the matrix theory over finite fields. Moreover, the activity highlights a connection with error-correcting codes, an important topic in information science. We expect that the real-world contexts of this program contribute to enhancing mathematical communication competence and providing an opportunity to experience the values of mathematics and that this program to be accessible to teachers since coding is not included.

The Development of an Online Scientific Inquiry Learning System (온라인 과학 탐구 학습체제의 개발)

  • Lee, Bong-Woo;Son, Jeong-Woo;Jeong, Hyun-Chul
    • Journal of Korean Elementary Science Education
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    • v.25 no.3
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    • pp.271-280
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    • 2006
  • In this paper, an Online Scientific Inquiry Learning System was developed with the aim of improving student's scientific literacy and scientific inquiry ability. It was determined that there should be 4 distinct principles applicable to the design of the Learning system. First, it should enrich learner's motivation. Second, it should provide students with the chance for reflecting on the inquiry process. Third, it should emphasize multi-dimensional forms of interaction. Fourth, students should be able to create new information through it. The server system including the database, equation editor, reporting tool, search engine were all utilized for developing the learning system. In addition, the authors produced 24 web-based projects which were guided inquiry activities in which various inquiry abilities (reasoning, prediction, experiment design) could be developed. An Online Scientific Inquiry Learning System is not the only program which could be utilized in improving scientific inquiry abilities, but at the very least, such a system can serve as the prototype for developing an online learning system.

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