• Title/Summary/Keyword: Hands-on Education

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Analysis of effect of Invention Education program using the Hands-on robots (Hands-on robots을 활용한 발명교육프로그램 효과 분석)

  • Kim, Sungae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.615-617
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    • 2019
  • In this study, the effectiveness of the education program was analyzed through the invention education program using Hands-on Robots, the change of perception of invention and robots of primary and secondary students. The results of the study were as follows: there were many differences in robots that students recognized before and after education, and the change was noticeable in lower grades. In addition, perception of inventions included many robots after they were trained, compared to the fact that robots were not included before they were learned. There has also been a change in attitudes toward robots and their attitude toward inventions, which was more pronounced in the lower grades. By doing so, it can be analyzed that the invention education program using Hands-on robots is effective in giving elementary and secondary students a change in their perception of inventions and robots.

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Construction of New Concept of Symmetric Coordinated Use of Both Hands

  • Donghua, Wang
    • International Journal of Quality Innovation
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    • v.2 no.2
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    • pp.121-126
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    • 2001
  • Based on the creative education theory, the study of the symmetric coordinated use of both hands is the application of both the quality education ideal and the understanding principles of the creative education to the training of using hands. In the light of relevant concepts of the 'Domain' theory and the expertise of both the Chinese and foreign specialists in this field, this article discusses the relation between the tapping of mental creativity, scientific use of hands and the animation of the right hemisphere of the brain with the aim of constructing a new concept of the symmetric coordinated use of both hands.

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The Effect of Activities using Hands-on Robots on Logic-Mathematical Knowledge and Creative Problem-Solving Ability of Young Children (교구로봇을 활용한 활동이 유아의 논리-수학적 지식과 창의적 문제해결능력에 미치는 영향)

  • Kim, Sang-Un;Kim, Sang-Hee;Jang, Jee Eun
    • The Journal of Korea Robotics Society
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    • v.12 no.3
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    • pp.287-296
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    • 2017
  • Robots are used in early childhood education as a new instructional media, and educational activities using robots have been increased. So the purpose of this study is to investigate the effect of educational activities using hands-on robots on logic-mathematical knowledge and creative problem-solving ability of young children. The total number of subjects was 43, and they were all five-year-old children. The experimental group and control group did activities with hands-on robots and general free activities, respectively. Results using ANCONA have shown that the activities with hands-on robots positively affected logic-mathematical knowledge and creative problem-solving ability of young children. These meaningful results have shown the possibility of early childhood educational use as the effectiveness of hands-on robots has come out.

Exploring the procedure of developing hands-on activity and the planning of consisting the contents in Technology Education (기술교육에서 체험활동 과제 개발 절차 탐색 및 내용 구성 방안)

  • Jung, Jin-Woo
    • 대한공업교육학회지
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    • v.37 no.2
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    • pp.127-146
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    • 2012
  • The purpose of this study is to exploring the procedure of developing hands-on activity and provide the generalized development procedure adjusted for the technology subject. The research method for this study is mainly based on document and experience. exploration of hands-on activity and development procedure of hands-on activity given by preceded researchers and the common factor was derived from them. For the result of the study. first. the concept of experience and hands-on activity was examined and the procedure of developing hands-on activity in technology education was reviewed. Second. suggested 3 steps for the procedure of developing hands-on activity in technology education ; preparation. development. improvement and the detailed steps. Third. presented contents included for hands-on activity task materials. For the teachers. those are ; hands-on activity subject. readings before the class. object for the course class. main activity in class courses. material. tools and facility. design brief. reference data. score sheet. detailed class process. For the students. those are; subject for class. matters to be attended to. portfolio and etc.

The Effects of Creative Hands-on Activities using Effective Microorganisms on Elementary School Students' Environmental Literacy (유용미생물을 활용한 창의적 체험활동이 초등학생들의 환경소양에 미치는 영향)

  • Hwang, Young-Ho;Park, Jae-Keun
    • Journal of Korean Elementary Science Education
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    • v.33 no.3
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    • pp.524-535
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    • 2014
  • The purpose of this study was to develop the creative hands-on activities using EM (effective microorganisms) that can enhance the environmental literacy of learners, and to examine the effect of its application. The program was composed of 10 sessions, including biological knowledge and ecosystem status of microorganisms, practical activities that stimulate the environmental behavior and emotion of elementary school students, and career design related to their aptitude and occupation in future. This program can also be connected to the domains of creative hands-on activities, that is, career activities, club activities, self-regulated activities and voluntary service activities. In this study, two classes of 3th grades of elementary school in Seoul were selected and divided into two groups. The experimental group to undergo the program of creative hands-on activities using EM showed higher environmental literacy than the control group. In the concrete, it is proven that this program contributed to the improvement of learners' environmental emotion, skill, and behavior. When interviewed with experimental group, we found that sustained EM hands-on activities were conducted in collaboration with their families, and they became more aware of the utilities of EM and could participate in the activities more interestingly. In conclusion, the creative hands-on activities program was very effective and helped elementary students to change their environmental literacy in positive ways.

Effect of STEAM Education Program Based on Hands on Sensor (Hands on 센서 기반 고도화된 STEAM 교육 프로그램의 효과)

  • Kim, Sug Hee;Yu, Heonchang
    • The Journal of Korean Association of Computer Education
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    • v.16 no.3
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    • pp.79-89
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    • 2013
  • Over the past 10 years, STEAM education uprises to address student's low interest in and self-concept in comparison with their academic achievement in science, reacquaintance to enter schools of natural sciences or engineering. However, There is a paucity of empirical evidence revealing values and necessities of STEAM education in school. The purpose of this investigation is to develop steam education program making and using hands on sensor to experience new technology in school, to apply the program to 110 fourth graders, and to study the effect of the program. Pre- and post-test was used to measure level of student's scientific interest and attitude, scientific problem solving ability, scientific creative problem solving ability, personality test for children, satisfaction of school life. In conclusion, the result show that STEAM education improve every domain of the measurements.

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a Study on the Hands-on Education and the Out-of-School Education of the Nuclear Energy Using the Cloud Chamber in the Science Museum (과학관에서 안개상자를 활용한 원자력 체험교육 및 학교밖 교육에 관한 연구)

  • Oh, Kyu-Jin;Hong, Daegil
    • Korea Science and Art Forum
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    • v.6
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    • pp.67-78
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    • 2010
  • The purpose of this study was to examine the educational methods and the educational effects using the cloud chamber in order to help young people to understand the nuclear energy and the ionizing radiation. In this study, we surveyed not only the history and the value of the cloud chamber as an hands-on exhibit in the science museum, but the case study on the nuclear hands-on education and the nuclear out-of-school education using the cloud chamber. And we analysed the satisfaction degree of participants in the out-of-school education using the cloud chamber in the science museum.

Effects of a Hands-on training on Sea survival knowledge, Shipboard fire-fighting knowledge and Emergency response leadership in Seafarers -Focusing on the Advanced safety training for coastwise vessels under the Seamen Act- (체험 실습 교육이 현직 선원의 해상생존 및 선상소화 지식과 비상대응 리더십에 미치는 효과 -선원법상 국내선 상급안전재교육 중심-)

  • HAN, Se-Hyun
    • Journal of Fisheries and Marine Sciences Education
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    • v.29 no.1
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    • pp.1-12
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    • 2017
  • The purpose of this study was to identify the effects of a hands-on training regarding maritime safety including abandon ship and fire-fighting as related to sea survival, fire-fighting knowledge and emergency response leadership in seafarers engaged on a seagoing ship. The study was conducted with a nonequivalent control group pre-posttest design. Two hundred-sixty-six participants were assigned to either the experimental group(128) or control group(138). The hands-on training regarding maritime safety included sea survival and fire fighting drill, and it was implemented with the experimental group for two days from July 1, 2015 to June 30, 2016. Data was analyzed using chi-square, t-test and ANCOVA by using IBM SPSS Statistics(version 24) program. The experimental group who had the hands-on training showed significantly higher sea survival knowledge(F=902.32, p<.001), shipboard fire-fighting knowledge(F=1013.76, p<.001) and emergency response leadership(F=1802.62, p<.001) for maritime safety compared with the control group who had traditional education. The results indicate that a hands-on training is an effective teaching method to improve sea survival, fire-fighting knowledge and emergency response leadership in seafarers engaged. Further study is needed to identify the effect of a hands-on training regarding maritime safety according to the environmental changes of seafarers.

Teaching Differential Equations based on STEM Education (STEM교육을 기반으로 한 미분방정식의 교육)

  • Ha, Jun-Hong
    • Journal of Practical Engineering Education
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    • v.7 no.1
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    • pp.1-9
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    • 2015
  • STEM Education in the US and Korean STEAM are reviewed. The present STEM education focuses on K-12 and it does not concern STEM education in university. In this paper, we define a STEM education that can be made available in university and we establish a way of teaching and learning differential equations based on the STEM education. The class provides students with a chance to explore the capstone design projects that are developed by seniors and do hands-on activities. We introduce and set a Mobius strip with an instant delivery pathway to solve real problems as a symbol of STEM education.

Hands-on Education Module for Modular Construction, 3D Design, and 4D Schedule

  • Kithas, Kyle A.;Choi, Jin Ouk
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.484-491
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    • 2022
  • A paradigm shift in teaching modular construction in higher education and K-12 is proposed as a means to increase the future adoption of the modular construction technique. To this effect, a new education module is presented to STEM educators. This education module is based on LEGOs and directed towards educators in the architecture, engineering, and construction (AEC) industry. The main objectives of the education module are to increase interest and knowledge of modular construction, acknowledge the benefits of using 3D design with 4D scheduling, and create a simulating hands-on educational opportunity. The education module is designed to allow participants to experience a hands-on simulation of modular construction and stick-built construction through building a LEGO project. Participants are challenged to find the advantages and disadvantages in both construction systems first-hand and record their findings. Results are presented from the preliminary testing of this education model on a group of construction management students at the University of Nevada, Las Vegas. Overall, the survey results showed that the LEGO education module was successful at achieving the project's three main objectives: 1) increasing the participants' interest and knowledge of modular construction through an interactive project; 2) increasing the participants' understanding of the benefits of 3D design with 4D scheduling over the use of 2D drawings; and 3) creating a simulating hands-on educational opportunity to help participants compare modular construction to stick-built construction. In the end, this proposed a new LEGO education module addressing the problems identified from this study with more participants.

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